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Journal ArticleDOI

What is eSports and why do people watch it

22 Mar 2017-Internet Research (Emerald Publishing Limited)-Vol. 27, Iss: 2, pp 211-232
TL;DR: 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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Citations
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Journal ArticleDOI
TL;DR: An eight-factor socio-motivational model, based on Uses and Gratifications Theory, was trialled to explain four aspects of live-stream viewer engagement: social interaction, sense of community, meeting new people, entertainment, information seeking, and a lack of external support in real life.

365 citations

Journal ArticleDOI
TL;DR: In this article, the authors examined five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release.

311 citations

Journal ArticleDOI
TL;DR: It can be posited that games are multi-purpose ISs which nevertheless rely on hedonic factors, even in the pursuit of instrumental outcomes, as well as the ways in which they are used.

207 citations

Journal ArticleDOI
TL;DR: In this paper, the authors reflect on whether eSports can be considered as sport based on evaluating five characteristics of sport and assessing them for eSports, and different opportunities how marketers and managers can attend to eSports are outlined.

205 citations

Journal ArticleDOI
TL;DR: In this paper, the authors argue for the inclusion of organized e-sports events and competitions within sport management vis-a-vis e-games meeting certain defining criteria of sport in general.

199 citations

References
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Journal ArticleDOI
TL;DR: The results show that the mere implementation of gamification mechanisms does not automatically lead to significant increases in use activity in the studied utilitarian service, however, those users who actively monitored their own badges and those of others in the study showed increased user activity.

619 citations

Journal ArticleDOI
TL;DR: A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds as mentioned in this paper, and the resulting interview transcripts were reviewed to explore player behaviors, attitudes, and opinions; the meanings they make; social capital they derive; and the networks they form and to develop a typology of players and guilds.
Abstract: A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and network mapping of players and guilds helped form a baseline. Next, the resulting interview transcripts were reviewed to explore player behaviors, attitudes, and opinions; the meanings they make; the social capital they derive; and the networks they form and to develop a typology of players and guilds. In keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop. The key moderator of these outcomes appears to be the game's mechanic, which encourages some kinds of interactions while discouraging others. The findings are discussed with respect to the growing role of code in shaping social interactions.

563 citations

Book
01 Jan 2000
TL;DR: This chapter discusses communication, the self and messages, and culture and diversity, as well as groups and organizations, the public and the media, which play a role in relationship development.
Abstract: 1. Setting the Stage: What is Communication? 2. Understanding the Dialogue 3. The self and Messages 4. Relationship Development 5. Groups and Organizations 6. The Public 7. The Media 8. Culture and Diversity 9. Casting New Directions

536 citations

Proceedings ArticleDOI
26 Apr 2014
TL;DR: It is found that Twitch streams act as virtual third places, in which informal communities emerge, socialize, and participate, and implications for design of live mixed-media environments to support participatory online communities are drawn.
Abstract: Previously, video streaming sites were at the fringes of online social media. In the past two years, live streams of video games, on sites such as Twitch.tv, have become very popular. Live streams serve as meeting grounds for player communities. The Twitch streaming medium combines broadcast video with open IRC chat channels. In conjunction with gameplay, viewer participation and community building gain emphasis. Twitch streams range in size and nature, from intimate communities with fifty viewers, to massive broadcasts with tens of thousands. In this paper, we present an ethnographic investigation of the live streaming of video games on Twitch. We find that Twitch streams act as virtual third places, in which informal communities emerge, socialize, and participate. Over time, stream communities form around shared identities drawn from streams? contents and participants? shared experiences. We describe processes through which stream communities form, the motivations of members, and emergent issues in the medium. Finally, we draw from our findings to derive implications for design of live mixed-media environments to support participatory online communities.

514 citations

Journal ArticleDOI
TL;DR: This paper examined the mediating role of attachment, a process by which an individual moves from merely liking a team to becoming loyal to a team (allegiance), and found that attachment mediated the relationship between loyalty and Vicarious Achievement, Nostalgia, Star Player, Escape, Success, and Peer Group Acceptance.
Abstract: Prior research has demonstrated a direct relationship between loyalty and reasons for liking a particular sport team. The current study replicates and extends this line of inquiry by examining the mediating role of attachment, a process by which an individual moves from merely liking a team (attraction) to becoming loyal to a team (allegiance). Data (Collegiate N = 194; Collegiate and Professional N = 402, Favorite Sport Team N = 808) were collected to examine 13 benefits and attributes associated with liking a sport team, 3 attitude formation properties, and allegiance. A three-stage test of mediation using MLR revealed that attachment mediated the relationship between allegiance and Vicarious Achievement, Nostalgia, Star Player, Escape, Success, and Peer Group Acceptance. Results demonstrate that allegiance is the outcome of a process by which individuals develop stronger emotional reactions to, more functional knowledge about, and greater symbolic value for benefits and attributes associated with a spo...

470 citations