首页> 外文期刊>Internet Research: Electronic Networking Applications and Policy >Digital athletics in analogue stadiums Comparing gratifications for engagement between live attendance and online esports spectating
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Digital athletics in analogue stadiums Comparing gratifications for engagement between live attendance and online esports spectating

机译:模拟体育场的数字田径比较了现场参加和在线竞争之间的参与度

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Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet technologies, and to be able to predict behavioural patterns. Design/methodology/approach This study employs the Motivation Scale for Sports Consumption to investigate the gratifications spectators derive from esports, both from attending tournaments physically and spectating online, in order to explore which factors may explain the esports spectating behaviour. The authors investigate how these gratifications lead into continued spectatorship online and offline, as well as the likelihood of recommending esports to others. The authors employ two data sets, one collected from online spectators (n=888), the other from live attendees (n=221). Findings The results indicate that online spectators rate drama, acquisition of knowledge, appreciation of skill, novelty, aesthetics and enjoyment of aggression higher than live attendees. Correspondingly, social interaction and physical attractiveness were rated higher by live attendees. Vicarious achievement and physical attractiveness positively predicted intention to attend live sports events while vicarious achievement and novelty positively predicted future online consumption of esports. Finally, vicarious achievement and novelty positively predicted recommending esports to others. Originality/value During the past years, esports has emerged as a new form of culture and entertainment, that is unique in comparison to other forms of entertainment, as it is almost fully reliant on computer-human interaction and the internet. This study offers one of the first attempts to compare online spectating and live attendance, in order to better understand the phenomenon and the consumers involved. As the growth of esports is predicted to continue in the coming years, further understanding of this phenomenon is pivotal for multiple stakeholder groups.
机译:目的是每年用数亿人观看数亿人,并且许多电子竞技在观众号码中取代了大型传统体育运动。本文的目的是调查在线观看Esports和Esports事件的实时出勤之间的幽灵差异。这样做是为了进一步了解主要通过互联网技术介导的文化现象的出勤行为,并且能够预测行为模式。设计/方法/方法本研究采用体育消费的动机规模来调查广大观众,这些观众来自竞争对手,无论是在物理上和窥探网上的竞争,才能探索哪些因素可以解释竞争迹象的行为。作者调查了这些满足如何在线和离线继续持续的观文,以及推荐牛口对他人的可能性。作者使用了两个数据集,从在线观众(n = 888)收集,另一个来自现场参加者(n = 221)。调查结果表明,在线观众率戏剧,获取知识,技能,新奇,美学和侵略享有的兴趣高于现场与会者。相应地,现场与会者的社会互动和身体吸引力更高。替代的成就和身体吸引力积极地预测参加现场体育赛事的意图,而替代成就和新颖性积极地预测了未来的ESPorts的在线消费。最后,替代的成就和新颖性认为将Esports推荐给他人。过去几年的创意/价值,Esports已成为一种新的文化和娱乐形式,与其他形式的娱乐相比是独一无二的,因为它几乎完全依赖于计算机人类互动和互联网。本研究提供了第一次比较在线观看和现场考勤的尝试之一,以便更好地了解所涉及的现象和消费者。随着ESPorts的增长预计在未来几年继续,对这种现象的进一步了解多个利益相关者群体是关键的。

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