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What is eSports and why do people watch it

Juho Hamari, +1 more
- 22 Mar 2017 - 
- Vol. 27, Iss: 2, pp 211-232
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TLDR
In this article, the authors investigate why people spectate eSports on the internet and find that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness positively predict eSport spectating frequency.
Abstract
The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet).,The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model.,The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.,During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.

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Does aggressive commentary by streamers during violent video game affect state aggression in adolescents?

TL;DR: This paper examined the role of streamer commentary on state aggression in Czech adolescents who were randomly assigned into one of the three experimental groups (i.e., aggressive commentary, non-aggressive commentary, no commentary).
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How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications

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Visualizing Emotion and Absorption Through a Low Resolution LED Array: From Electroencephalography to Internet of Things

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Machine learning models for DOTA 2 outcomes prediction.

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Understanding esports industry and impact of Covid-19 on it: a review of literature

Mahesh Agrawal, +1 more
- 25 May 2022 - 
TL;DR: In this article , a detailed literature review of academic papers, articles, and industry reports to determine the current trend and predict possibility in the future was conducted to understand the impact of COVID-19 on the "esports industry" especially in the Indian context.
References
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TL;DR: In this paper, the statistical tests used in the analysis of structural equation models with unobservable variables and measurement error are examined, and a drawback of the commonly applied chi square test, in additit...
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A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study

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