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Development and Validation of the Scale for Analysing the Consumption Behaviours of E-Sports Players Using a Mixed-Methods Approach

Bibliographic Data

ID16916241
AuthorsOguzhan Gul (0000-0001-8048-6140, Sivas Cumhuriyet Üniversitesi, corresponding author), Zühal YURTSIZOĞLU (0000-0003-2887-1222, Sivas Cumhuriyet Üniversitesi)
Year2025
Volume15
Issue3
Publication date2025-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSAGE Open (JOURNAL)
Journal identifiersISSN: 2158-2440 • E-ISSN: 2158-2440
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/21582440251357721
OpenAlexW4413147318
LanguageEN
References cited77

This paper aims to develop the E-Sports Consumption Behaviour Assessment Scale (E-CBAs) to assess consumption trends among e-sports consumers, addressing the economic and social dimensions of the digital gaming industry. With the rapid growth of digital games and the rising popularity of e-sports, the E-CBAs was developed to capture three consumption dimensions: hedonic, utilitarian, and luxury. Qualitative data were gathered through in-depth interviews with 12 professional e-sports players, while quantitative data were collected from 314 e-sports players using the newly developed E-CBAs. The findings reveal that digital games strengthen social bonds and enhance problem-solving and strategic thinking skills. Economically, the in-game spending of e-sports players significantly contributes to industry growth. This paper provides a comprehensive evaluation to support strategic decision-making in the digital gaming sector, highlighting the E-CBAs as a valuable assessment instrument for future research and applications

Advertising · Business · Geography · Sociology · Applied Psychology · Computer Science · Digital Games and Media · Digital Marketing and Social Media · Psychology · Technology Adoption and User Behaviour

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