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The Next Best Thing

How Media Dependency and Uses and Gratifications Inform Esport Fandom During the Covid-19 Pandemic

Bibliographic Data

ID5126906
AuthorsAndrew C Billings (0000-0003-4818-5799, University of Alabama at Birmingham, corresponding author), Andrew Billings (University of Alabama at Birmingham School of Arts and Humanities, Birmingham, AL, USA), Sai Datta Mikkilineni (0000-0003-4095-2180, The University of Alabama, Tuscaloosa, AL, USA)
Year2023
Volume67
Issue10
Pages1212-1229
Publication date2023-09-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueAmerican Behavioral Scientist (JOURNAL)
Journal identifiersISSN: 0002-7642 • E-ISSN: 1552-3381
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/00027642221118277
PMID37475988
OpenAlexW4292560307
LanguageEN
Citations received1
References cited44

COVID-19 ushered new forms of media engagement when traditional sporting events and league play were suspended. Subsequently, certain sections of the audience moved online to fill their needs typically satisfied via traditional sport consumption. Esport is one such form of digital entertainment that significantly altered the ways in which sport fans can immerse themselves in related content. To examine how those audience obtained gratifications, we surveyed traditional sport fans who have either increased or initiated esports media consumption during the pandemic, doing so through the lens of media dependency theory. Results from 155 sports fans demonstrate three key findings. First, gratifications for traditional sports were significantly higher than those of esports. Secondly, ascending esports consumers maintained significantly more intense gratifications than did new users. Finally, media dependency was a significant, positive predictor of all 12 of the traditional sports motivations and 9 of the 12 esport motivations

Advertising · Art · Business · Click-through rate · Consumption (sociology) · Coronavirus disease 2019 (COVID-19) · Dependency (UML) · Entertainment · Fandom · League · Media consumption · Media studies · Political science · Social media · Social science · Sociology · Uses and gratifications theory · Visual arts · Computer Science · Digital Games and Media · Media Influence and Health · Psychology · Sports, Gender, and Society

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Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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