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eSports: a new era of spectator games from a consumer's viewpoint

机译:Esports:来自消费者的观点的新时代

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摘要

It is common to assume that motivations for eSports will match motivations for other industries, such as traditional sports. While this provides a baseline for motivations, it is necessary to study the industry itself, not only use preexisting models. Based on a review of existing research in the field of eSports, important driving forces include accessibility, competitiveness, and socialisation. Accessibility includes pricing models and media in which players can spectate and participate. Competitiveness includes players improving their skill, participating in tournaments, and equality. Socialisation includes a sense of community, playing with friends, and community created content. These forces were examined in the present study. This study involved the creation and distribution of a survey online with questions pertaining to motivation and participation in eSports. The survey was distributed online, with 750 respondents. The majority of respondents were males, 18-25 years of age. Results of the data analysis indicate that achievement and social factors are two main needs satisfied by participating in eSports, and most users who responded to the survey preferred to view eSports via the internet to any other medium.
机译:通常假设Esports的动机将匹配其他行业的动机,例如传统运动。虽然这为动机提供了基线,但有必要研究行业本身,不仅使用预先存在的模型。基于对Esports领域现有研究的审查,重要的驱动力包括可访问性,竞争力和社会化。可访问性包括定价模型和媒体,其中玩家可以窥视和参与。竞争力包括参与锦标赛的技能和平等的球员。社会化包括社区感,与朋友一起玩,社区创造的内容。在本研究中检测这些力。本研究涉及在线创建和分配在线调查与激励和参与Esports的问题。该调查在线分发,有750名受访者。大多数受访者是男性,18-25岁。数据分析的结果表明,参加竞技场的成就和社会因素是满足的两个主要需求,以及对调查的大多数用户愿意通过互联网查看牛体育运区。

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