scispace - formally typeset
Search or ask a question
Journal ArticleDOI

What Is eSports and Why Do People Watch It

TL;DR: 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.
Abstract: Purpose: In this study we investigate why do people spectate eSports on the internet. We 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).Methodology: We employed the MSSC (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.Findings: 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.Originality: 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.

Summary (3 min read)

Introduction

  • Purpose: We 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 humancomputer interfaces.the authors.the authors.
  • The questionnaire was designed and pre-tested before distributing to target respondents (N=888).
  • The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet.
  • During recent years, eSports (electronic sports) have become one of the most rapidly growing forms of new media driven by the growing provenance of games and broadcasting technologies.

2.1. Defining eSports

  • ESports have only recently enjoyed wide international adoption, and there is still resistance as to whether eSports can truly be considered as a sport.
  • In traditional sports, all outcome-defining activities can be seen to happen in ‘the real world’, even though the sport’s practitioners may employ electronic and computerized systems to aid the sporting activities.
  • Based on these notions, the authors define eSports 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.
  • Thus far, only one study has been published on the reasons for watching eSports (Weiss and Schiele, 2013), and it finds that competition, challenge and escapism were positively associated with eSports use.
  • The study measured the general motivational aspects related to playing video games, and thus it makes it extremely difficult to compare the results to other works on media viewing.

2.2. The motivations for eSports consumption

  • The research on sports consumption like any other media and media content research is primarily focused on the motivations of why people consume it, how they consume it, as well as what kinds of needs the given form of media might gratify.
  • These aspects of eSports make sports an increasingly interesting subject of media study, and also for the study of (computer-mediated) communication.
  • In the area of communication and media research, the uses and gratification theory (UGT) framework is perhaps the most commonly adopted perspective which has been used to analyze media consumption (Katz et al., 1974; Katz et al., 1973; Wang et al., 2008; West and Turner, 2010).
  • The authors argue that this factor may allow for a deeper connection between spectators and the players and teams they follow, thus leading to a higher sense of vicarious achievement.
  • Therefore, the authors hypothesize that appreciation of player skills is positively association with eSports watching frequency (H7).

3.1. Data

  • The data for this study was gathered via an online survey administered amongst people who watch eSports on the Internet.
  • Before administering the survey, the authors piloted (n=20) the survey in order to acquire both feedback on whether taking the survey presented any problems to the respondents as well as to explore the validity of measurement.
  • According to their estimates the respondents arrived to the survey from the following websites: 70-75% eSports related subreddits, 10-15% Twitter, 5-10% Facebook and 5-10% other sites and direct traffic (the authors employed a couple of different links to gather respondents.
  • All links did not have tracking for the traffic source, and therefore, the authors only have an estimate).
  • The family subscale was removed from the MSSC because the original developers of the scale believed that the family dimension might be a byproduct of consuming sports, rather than a specific motivation (Trail, 2012).

3.3. Validity and reliability

  • The model-testing was conducted via the component-based PLS-SEM (Partial Least Squares Structural Equation Modeling) which is considered to be more suitable for prediction-oriented studies such as the present study, whereas co-variance-based SEM is seen as being better suited to testing which models best fit the data (Anderson and Gerbing, 1988; Chin et al., 2003).
  • Convergent validity was met since the AVE, CR and Alpha measures exceeded the recommended thresholds (Fornell and Larcker, 1981; Nunnally, 1978).
  • Discriminant validity was met since the square root of the AVE of each construct was larger than its correlation to any other construct (Chin, 1998; Fornell and Larcker, 1981; Jöreskog and Sörbom, 1996), and each measurement item had the highest loading with its corresponding construct.

3.4. Results

  • The authors investigated which motivational factors would predict the frequency of watching eSports.
  • Moreover, the study proposed a definition for eSports and further discussed how eSports can be seen as a form of sports.
  • Drama does not seem to be significantly associated with spectators’.
  • Therefore, comparing the results of this study to those studies that have been conducted on the factors that predict gaming activities can be considered fruitful and may provide further lines of inquiry also to the study of consumption motives of eSports.

4.1. Practical implications

  • This study focused on investigating which motivations may predict the frequency of watching eSports (Table 5).
  • For practitioners the results of this inquiry provide insights for further development of eSports-related services such as broadcast content, eSports community tools, eSports gambling –related service and so forth.
  • Surprisingly, their results showed a negative association between aesthetic appreciation of eSports content and spectating frequency.
  • Indeed, if the authors observe today’s popular eSports games, they can notice that they do not necessarily adhere to or employ the latest graphics technologies but rather focus on simplicity and clarity of presentation and graphics (also in order for the games to run properly on multiple tiers of hardware).
  • In other words, the essence of these sports stems from how the performance visually looks, which is impacted by the athlete’s skill.

Did you find this useful? Give us your feedback

Content maybe subject to copyright    Report

1
What is eSports and why do people watch it?
What is eSports and why do people watch it?
Juho Hamari
Game Research Lab, School of Information Sciences, University of Tampere
Max Sjöblom
Game Research Lab, School of Information Sciences, University of Tampere
Abstract
Purpose: In this study we investigate why do people spectate eSports on the internet. We 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).
Methodology: We employed the MSSC (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.
Findings: 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.
Originality: 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.
Keywords: media consumption; online video; uses and gratifications; streaming; eSports; games

2
What is eSports and why do people watch it?
1. Introduction
eSports is 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 commonly refer to competitive (pro
and amateur) video gaming that is often coordinated by different leagues, ladders and tournaments,
and where players customarily belong to teams or other ‘sporting’ organizations who are sponsored
by various business organizations. During recent years, eSports (electronic sports) have become one
of the most rapidly growing forms of new media driven by the growing provenance of (online)
games and online broadcasting technologies. It has been estimated that more than 70 million people
watched eSports during 2013 (Warr, 2014).
Like other media, media content consumption and information technology adoption research, the
research on sports consumption and spectatorship is commonly interested in the motivations of why
people consume it, how they consume it, as well as what kinds of needs the given form of
media/technology might gratify. Thus far, sports consumption research has been mostly conducted
in the area of sports management. However, with the rise of eSports, sports are increasingly
becoming a computer-mediated form of media and information technology which may entail novel
ways of information technology use. This is especially so because eSports media content is
conveyed through computerized broadcasting (such as internet streaming), and because the sporting
activity itself is computer-mediated. This makes eSports an increasingly interesting subject of study
for the area of information technology in general.
In this paper we seek to progress both the conceptual understanding of eSports by discussing what
eSports is, as well as the understanding of the motivations of eSports consumers by empirically
investigating which sports consumption motivations predict how much time people are likely to

3
What is eSports and why do people watch it?
spend on watching eSports. We employ data from on an online survey that was conducted amongst
people who have watched eSports online (n=888).
2. Background
2.1. Defining eSports
eSports have only recently enjoyed wide international adoption, and there is still resistance as to
whether eSports can truly be considered as a sport. This conceptual conundrum is a pertinent issue
for not only defining eSports, but also for drawing the boundaries of what we understand as being
sports in general. It appears that many (especially the fans of ‘traditional’ sports) are of the opinion
that eSports can’t be called a sport, simply because the player competence is not measured via
either their physical prowess or finesse as the eSports athletes appear to be simply sitting riveted to
their chairs. In reality, the body and physical activities of the player are still an important part of the
overall sporting activity (e.g. Witkowski, 2012). Although the outcome-defining events of the sport
occur within the confines of an electronic, computer-mediated environment, it does not in any way
imply that eSports cannot be physically taxing for the players (see also Taylor and Witkowski,
2010; Witkowski, 2009; Witkowski, 2012). How taxing eSports is physically depends on the modus
of human-computer interaction that is required to control the game states of the game’s software or
system. In dancing (video)games for example, players are physically drained from interacting with
the computer. eSports are commonly organized around specific genres of games, such as
Multiplayer Online Battle Arenas (e.g. League of Legends, Dota 2), First-Person Shooters (e.g.
Counter-Strike: Global Offensive), Real Time Strategy (e.g. Starcraft 2), Collectible Card Games
(e.g. Hearthstone) or Sports games (e.g. FIFA-series), therefore they form many sub-cultures within
eSports, in the same way that ‘traditional’ sports do. However, eSports are not commonly perceived
as ‘electronic’ versions of ‘traditional’ sports such as soccer, basketball, or track and field sports
even though such simulations of ‘traditional’ sports are also played as eSports (such as the FIFA
and NHL games).

4
What is eSports and why do people watch it?
While some conceptual and qualitative literature on eSports has emerged, only a few definitions
have been proposed regarding eSports. Perhaps the oldest and most explicit definition by Wagner
(2006) leans heavily on a definition of traditional sports originally provided by Tiedemann (2004),
as: “an area of sport activities in which people develop and train mental or physical abilities …”. In
defining eSports, Wagner (2006) extends this general definition of sports with the addition of in
the use of information and communication technologies”. However, we believe that this definition
might leave too much room for interpretation and does not therefore solve the looming question of
what sporting activities can be defined to be either an electronic sport or traditional sport. This is
mainly because when considering any current sport, many aspects of it are computer-assisted or
computer-mediated (see e.g. Witkowski, 2012). The definition by Wagner (2006) also poses another
problem since it refers to such a large set of activities that even office-based software training could
be included as a sport. We also subscribe to the criticism presented by Witkowski (2012) that the
definition might define electronic systems too narrowly in covering only “information and
communication technologies”, and that the definition might divert attention from the complex
mixture of both physical and electronic aspects in eSports.
We believe that in a quest to define eSports we should focus more deeply on what constitutes the
“e” in eSports (for more cultural descriptions of eSports please see: Taylor, 2012; Taylor &
Witkowski, 2010; Witkowski, 2009; Witkowski, 2012). The crucial question is then what portions
or aspects of the sport has to be electronic and / or computer-mediated for a sporting activity to be
counted as an eSport. We argue that the main difference between a sport and an eSport comes down
to where the player or team activities that determine the outcomes of the sport/play are manifested.
In traditional sports, all outcome-defining activities can be seen to happen in ‘the real world’, even
though the sport’s practitioners may employ electronic and computerized systems to aid the
sporting activities. However we observe and argue that in eSports, the outcome-defining activities
happen in a ‘virtual world’
i
, or in other words within electronic/digital/computer-mediated

5
What is eSports and why do people watch it?
environments. The outcome-defining activities are coordinated, orchestrated and operated by human
beings in the ‘real world’, however it is not the physical and practical circumstance that the player
inhabits that ultimately defines the outcome of play, but rather the system states that exist within the
confines of the electronic system (which is controlled by the player and governed by the rules of the
eSports software and technology). Given that the playing humans occupy the ‘physical world’, but
the outcome-defining events of eSports happen in the ‘virtual world’, then eSport athletes are
always required to use or otherwise interact with a human-computer interface that connects their
bodies to the electronic system (See Table 1).
Table 1 Conceptualizing the difference between sports and eSports
What space
does the
athlete
occupy?
What sporting equipment do the athletes primarily use?
‘Where’ do the
outcome-defining
events happen? (field
of play)
eSports
The ‘real
world’
Human-computer interface (Human input: e.g. mouse,
keyboard, EEG, microphone, motion sensors, weight sensors,
acceleration sensors. Computer output: e.g. display devices,
haptic feedback, audio devices.)
Within electronic
systems
Sports
The ‘real
world’
Human-physical object interface or no sporting equipment
required
In the ‘real world’
Based on these notions, we define eSports 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.
Spectating on eSports can be superficially seen as a similar activity to spectating on any sports.
Most commonly, eSports are being consumed by watching live streams on the internet, where in
addition to watching the event, spectators can participate in surrounding social interaction, for
example in the form of chat features. As eSports are computer-mediated, spectating can never be
without computer-mediated aspects as spectators watching an eSport event live have to eventually
watch events from a computer-output such as a video screen or a monitor.

Citations
More filters
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


Cites background or result from "What Is eSports and Why Do People W..."

  • ...…in previous ACCEPTED MANUSCRIPTSOCIO-MOTIVATIONS OF LIVE-STREAMING VIEWER ENGAGEMENT research (Chen & Lin, 2018; Hamilton et al., 2014; Sjöblom & Hamari, 2017; Sjöblom et al., 2017), as well as other types of online media related to this field, such as social media (Papacharissi & Mendelson,…...

    [...]

  • ...This facilitates a two-way connection where streamers can directly acknowledge and respond to viewers, and ACCEPTED MANUSCRIPTSOCIO-MOTIVATIONS OF LIVE-STREAMING VIEWER ENGAGEMENT viewers can actively participate in, and influence, live-stream broadcasts (Sjöblom & Hamari, 2017)....

    [...]

  • ...These findings are consistent with previous research that found that individuals are motivated to subscribe in order to build deeper involvement with the community and feel like a larger part of shared experiences (Sjöblom & Hamari, 2017)....

    [...]

  • ...Some past research has explored live-streaming consumption motivations including tension release, escapism, and acquiring knowledge (e.g., Sjöblom & Hamari, 2017; Sjöblom, Törhönen, Hamari, & Macey, 2017), however social-based motivations such as needs for interaction, connection, and community,…...

    [...]

  • ...…(Rubin, 2009), and has been used to analyse consumer engagement in online social networking sites (Ku, Chen, & Zhang, 2013; West & Turner, 2010; Whiting & Williams, 2013), video sharing (Chiang & Hsiao, 2015), live-streaming (Sjöblom & Hamari, 2017), and eSports (Hamari & Sjöblom, 2017)....

    [...]

Journal ArticleDOI
TL;DR: The study lays groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams by examining five distinct types of motivations: cognitive, affective, personal integrative, social integrative and tension release.
Abstract: This study investigates why people consume live peer-produced online videogame content, an emerging form of new media phenomenon. To study this video streaming phenomenon we employ a questionnaire study (N=1097). Utilising the uses and gratifications theory we examine five distinct types of motivations: cognitive, affective, personal integrative, social integrative and tension release. We find that tension release, social integrative and affective motivations are positively associated with how many hours people watch streams. We also find that social integrative motivations are the primary predictor of subscription behaviour. This study lays groundwork for understanding the motivations to consume this emerging form of new media related to online games and video streams.

314 citations

Journal Article
TL;DR: Taylor as discussed by the authors examines the ups and downs of a slowly emerging industry, e-sports (electronic sports), which aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers.
Abstract: Raising the Stakes: E-Sports and the Professionalization of Computer GamingT. L. TaylorCambridge, MA: MIT Press, 2012. Appendix, notes, bibliography, index. 304 pp. $29.95 cloth. ISBN: 9780262017374In Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, author T. L. Taylor examines the ups and downs of a slowly emerging industry, e-sports (electronic sports). The e-sports industry aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers. Those who would make e-sports a success point to South Korea, the only country so far in which the industry has taken hold. Taylor tells us that tournaments like the World Cyber Games draw sponsors like Coca-Cola, Microsoft, and Samsung and that Korean Telecom companies, and even the Korean Navy have-or sponsor-teams. Outside of the promised land of South Korea, however, e-sports have struggled and exist as a generally small, niche industry.Taylor's book does an excellent job of examining e-sports through numerous lenses. Providing historical context, she takes us back to the roots of e-sports, delving into the early days of informal, head-to-head video game competitions around the first computer game, Space War! (1962) and the inclusion of highscore record keeping on arcade machines to arcade-based tournaments (still happening today on the old machines like Pac Man and Donkey Kong and chronicled in the 2007 documentary King of Kong) and the video game-themed Starcade (1982- 1984) television show. She then moves to the emergence of the on-line networked play of Id Software's Doom (1993) and Quake (1996) through today's current live and networked tournaments of firstperson shooters and other video game competitions. Yet Raising the Stakes is not just a historical effort. With her first book, Play between Worlds: Exploring On-Line Game Culture, Taylor established herself as a solid analyst of games as media and community.And Taylor brings those skills to bare on gaming as a sport. For example, in her second chapter, titled "Computer Games a Professional Sport," Taylor guides us through an in-depth, well-reasoned, and documented analysis. She cites the literature on the debates around computer games as play. She examines the modification of rules, and occasionally of systems, of the games themselves for tournament play, judging, and broadcast. She compares the requirements and practices of professional sports and professional athletes (mental and physical training, hours and routines of practice, preferences for specific brands and makes of equipment or insistence on the use of personal equipment) in other sports to those of professional gamers. …

270 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


Cites background from "What Is eSports and Why Do People W..."

  • ...…games, and games-for-purpose) (Hamari et al. 2014; Hamari et al. 2016; Huotari & Hamari 2016; McGonigal 2011) as well as increasingly as a eSport (Hamari & Sjöblom 2017; Sjöblom & Hamari 2016; Taylor 2012), although commonly held legacy causes most to still consider games as mere hedonic systems…...

    [...]

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

References
More filters
Journal ArticleDOI
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...
Abstract: The statistical tests used in the analysis of structural equation models with unobservable variables and measurement error are examined. A drawback of the commonly applied chi square test, in addit...

56,555 citations


"What Is eSports and Why Do People W..." refers background in this paper

  • ...Convergent validity was met since the AVE, CR and αmeasures exceeded the recommended thresholds (Fornell and Larcker, 1981; Nunnally, 1978)....

    [...]

  • ...Discriminant validity was met since the square root of the AVE of each construct was larger than its correlation to any other construct (Chin, 1988; Fornell and Larcker, 1981; Jöreskog and Sörbom, 1996), and each measurement item had the highest loading with its corresponding construct (Table IV)....

    [...]

Journal ArticleDOI
TL;DR: In this paper, the authors provide guidance for substantive researchers on the use of structural equation modeling in practice for theory testing and development, and present a comprehensive, two-step modeling approach that employs a series of nested models and sequential chi-square difference tests.
Abstract: In this article, we provide guidance for substantive researchers on the use of structural equation modeling in practice for theory testing and development. We present a comprehensive, two-step modeling approach that employs a series of nested models and sequential chi-square difference tests. We discuss the comparative advantages of this approach over a one-step approach. Considerations in specification, assessment of fit, and respecification of measurement models using confirmatory factor analysis are reviewed. As background to the two-step approach, the distinction between exploratory and confirmatory analysis, the distinction between complementary approaches for theory testing versus predictive application, and some developments in estimation methods also are discussed.

34,720 citations


"What Is eSports and Why Do People W..." refers methods in this paper

  • ...…least squares structural equation modeling (SEM) which is considered to be more suitable for prediction-oriented studies such as the present study, whereas co-variance-based SEM is seen as being better suited to testing which models best fit the data (Anderson and Gerbing, 1988; Chin et al., 2003)....

    [...]

  • ...The model testing was conducted via the component-based partial least squares structural equation modeling (SEM) which is considered to be more suitable for prediction-oriented studies such as the present study, whereas co-variance-based SEM is seen as being better suited to testing which models best fit the data (Anderson and Gerbing, 1988; Chin et al., 2003)....

    [...]

Journal ArticleDOI
TL;DR: In this article, the authors address the ability to predict peoples' computer acceptance from a measure of their intentions, and explain their intentions in terms of their attitudes, subjective norms, perceived usefulness, perceived ease of use, and related variables.
Abstract: Computer systems cannot improve organizational performance if they aren't used. Unfortunately, resistance to end-user systems by managers and professionals is a widespread problem. To better predict, explain, and increase user acceptance, we need to better understand why people accept or reject computers. This research addresses the ability to predict peoples' computer acceptance from a measure of their intentions, and the ability to explain their intentions in terms of their attitudes, subjective norms, perceived usefulness, perceived ease of use, and related variables. In a longitudinal study of 107 users, intentions to use a specific system, measured after a one-hour introduction to the system, were correlated 0.35 with system use 14 weeks later. The intention-usage correlation was 0.63 at the end of this time period. Perceived usefulness strongly influenced peoples' intentions, explaining more than half of the variance in intentions at the end of 14 weeks. Perceived ease of use had a small but significant effect on intentions as well, although this effect subsided over time. Attitudes only partially mediated the effects of these beliefs on intentions. Subjective norms had no effect on intentions. These results suggest the possibility of simple but powerful models of the determinants of user acceptance, with practical value for evaluating systems and guiding managerial interventions aimed at reducing the problem of underutilized computer technology.

21,880 citations


"What Is eSports and Why Do People W..." refers background in this paper

  • ...A large portion of the research investigating more detailed motivations have seemingly focused on technology acceptance (see e.g. Davis et al., 1989; Van der Heijden, 2004) of games and specifically on both utilitarian and hedonic motivations of playing (Chang et al., 2014; Davis et al., 2013;…...

    [...]

01 Jan 1978

13,810 citations


"What Is eSports and Why Do People W..." refers background in this paper

  • ...Convergent validity was met since the AVE, CR and αmeasures exceeded the recommended thresholds (Fornell and Larcker, 1981; Nunnally, 1978)....

    [...]

01 Jan 1998

10,147 citations


"What Is eSports and Why Do People W..." refers background in this paper

  • ...Discriminant validity was met since the square root of the AVE of each construct was larger than its correlation to any other construct (Chin, 1988; Fornell and Larcker, 1981; Jöreskog and Sörbom, 1996), and each measurement item had the highest loading with its corresponding construct (Table IV)....

    [...]

Frequently Asked Questions (2)
Q1. What are the contributions in "What is esports and why do people watch it?" ?

In this study the authors investigate why do people spectate eSports on the internet. 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 

These issues could be addressed in future studies, as well as the reasons for not being/becoming involved in the service. Future research could combine survey data with actual usage data and proper experiments, in order to increase the robustness of research on the topic. Therefore, future studies could expand on the set of motivations beyond the traditional motivations commonly linked to sports consumption of traditional sports. Therefore, one future research avenue is in investigating motivational and behavioral differences that may stem from the platforms streaming eSports.