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Exploring the Impact of Digital Innovativeness on Esports Fan Identification and Engagement

An Integrated Framework of Innovation Diffusion Theory and the Psychological Continuum Model

Bibliographic Data

ID22006244
AuthorsFong-Jia Wang (0000-0002-6292-5434, Tamkang University, corresponding author), Siu Ming Choi (0000-0002-0716-699X, University of Macau), Kuo-Feng Tseng (0000-0003-3037-8453, National Taiwan Normal University), I-Wei Chung (0000-0002-3602-1669, National Taiwan Normal University)
Year2025
Volume15
Issue4
Publication date2025-10-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSAGE Open (JOURNAL)
Journal identifiersISSN: 2158-2440 • E-ISSN: 2158-2440
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/21582440251405025
OpenAlexW7113914361
LanguageEN
Citations received1
References cited54

This study investigates the impact of digital innovativeness on esports fan identification and engagement by integrating innovation diffusion theory and the psychological continuum model (PCM). Drawing on survey data from 347 Taiwanese esports fans, we employed partial least squares structural equation modeling (PLS-SEM) to test the proposed relationships. Results indicate that digital innovativeness significantly enhances value co-creation experiences, fan knowledge, and fan identification. Among these, fan identification is the strongest predictor of engagement behaviors. Value co-creation experiences do not directly lead to engagement, but mediate through identification. The effect of innovativeness on identification is more pronounced in the early PCM stages (awareness and attraction) than in later stages (attachment and allegiance). These findings contribute to esports marketing literature by clarifying the causal pathways between digital innovativeness and fan engagement, and by emphasizing the strategic value of targeting early-stage fans through innovative approaches to strengthen identification and cultivate enduring digital fandom

Diffusion of innovations · Innovation diffusion · Structural equation modeling · Survey data collection · Value creation · Consumer Behavior in Brand Consumption and Identification · Digital Games and Media · Digital Marketing and Social Media

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Unique citing works1
Citations per year1
Citation span2026 - 2026 (1)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 1

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