Passionate About Esports: Esports Players’ Motivation to Participate in and Watch Esports Events
受众测量
消费(社会学)
心理学
编码(社会科学)
广告
社会学
业务
社会科学
作者
Yong Chae Rhee,Kyungun Ryan Kim
出处
期刊:International Journal of Sport Communication [Human Kinetics] 日期:2023-09-07卷期号:17 (2): 202-210被引量:1
标识
DOI:10.1123/ijsc.2023-0215
摘要
Alderfer’s ERG (i.e., existence, relatedness, and growth) theory of motivation (1969) was adopted in this study to analyze individuals’ motivations for engaging in esports. This study investigated the relatively new field of esports viewership and participation by concentrating on the motivating factors behind esports consumption to establish whether esports viewership and participation are distinct markets that stand alone or are comparable to or complement each other for consumption. The study was conducted using qualitative methods consisting of semistructured focus-group interviews. The transcript was coded using open, axial, and selective coding to develop themes fitting within the ERG theory. The current study found similarities and unique findings in esports participation and consumption motivation factors under the ERG groups. Practical applications are proposed for employing the results of the study to further marketing and development efforts in this field.