This study aimed to grasp the structural path to watchers’ flow by applying watching motivation to multi-channel network (MCN), which is spreading as a new sports broadcasting medium and to emphasize the role of interaction in MCN. A survey for the MCN users over the age of 19 participating in sports contents was conducted. Results showed that among watching motivation factors fun, host appeal, and content appeal had significant positive effects on interaction in sports broadcasting of MCN. Interaction was also found to have a positive effect on watchers’ flow. In the relationship between watching motivation and watchers’ flow, it was shown that fun, host appeal, and content appeal had significant positive effects on watchers’ flow by a partial mediating effect of interaction. The watchers’ flow through interaction is expected to result in sustainable participation behaviors in sports broadcasting of MCN.
The purpose of this study was to examine the factors influencing copyright protection decision-making among Korean eSports game users. Data collection was conducted over a month at an eSports arena located in Seoul. Of the surveys collected, 354 valid data (88.5% of response rate) were analyzed in SPSS Ver. 20.0 through descriptive statistics, correlation and multiple regression analysis. The results showed that copyright protection decision-making regarding eSports contents was significantly influenced by legal/moral norm, perceive group norm, and past habit/behavior. Among the factors, legal/moral norm was found to be the most influential on copyright protection decision-making.■ keyword :|eSports|Copyright Protection Decision-making|Game Contents|
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