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Passionate About Esports

Esports Players’ Motivation to Participate in and Watch Esports Events

Bibliographic Data

ID21834088
AuthorsYong Chae Rhee (0009-0003-0170-8721, Virginia Commonwealth University), Kyungun Kim (0000-0003-0287-2497, University of Central Missouri)
Year2024
Volume17
Issue2
Pages202-210
Publication date2024-06-01
Open AccessNo
TypeARTICLE
VenueInternational Journal of Sport Communication (JOURNAL)
Journal identifiersISSN: 1936-3907 • E-ISSN: 1936-3915
PublisherHuman Kinetics (PUBLISHER)
DOI10.1123/ijsc.2023-0215
OpenAlexW4386523223
LanguageEN
Citations received4
References cited29

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

Advertising · Audience measurement · Business · Social science · Sociology · Digital Games and Media · Digital Marketing and Social Media · Impact of Technology on Adolescents · Psychology

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Citations per year1.33
Citation span2023 - 2026 (4)
Highly citedNo

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