2019
DOI: 10.1108/ijsms-01-2019-0013
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Antecedents and consequence associated with esports gameplay

Abstract: Purpose Grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) (Venkatesh et al., 2012), the purpose of this paper is to examine the antecedents and consequence associated with esports gameplay by proposing the Esports Consumption (ESC) model, including six determinants of esports gameplay intention (hedonic motivation, habit, price value, perceived effort expectancy, social influence and flow) and behavioral consequence (media consumption intention of esports events) that were linked to… Show more

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Cited by 54 publications
(124 citation statements)
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“…The survey items related to the social atmospherics of esports events, affective responses, and behavioral intention were adapted from Wakefield and Sloan (1995) (i.e., social density), Brocato et al (2012) (i.e., suitable behavior and similarity), Uhrich and Benkenstein (2012) (i.e., affective response), and Jang and Byon (2020) (i.e., behavioral intention). Based on the review of the literature, we adapted cosplay (three items) and cheering behavior (four items).…”
Section: Methodsmentioning
confidence: 99%
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“…The survey items related to the social atmospherics of esports events, affective responses, and behavioral intention were adapted from Wakefield and Sloan (1995) (i.e., social density), Brocato et al (2012) (i.e., suitable behavior and similarity), Uhrich and Benkenstein (2012) (i.e., affective response), and Jang and Byon (2020) (i.e., behavioral intention). Based on the review of the literature, we adapted cosplay (three items) and cheering behavior (four items).…”
Section: Methodsmentioning
confidence: 99%
“…Social identity theory has focused on the dimension of similarity because individuals want to be members of or included in social groups, and “the intergroup categorization leads to favoring the in-group and discriminating against the out-group ” ( Tajfel, 1981 , p. 386). Since most esports fans have experienced esports gameplay ( Jang and Byon, 2020 ) and because esports events attendance might signify that attendees are enthusiastic esports fans, it may be reasonable to suggest that esports event spectators are identified as gamers. Furthermore, Brocato et al (2012) found that similarity significantly influenced consumers’ responses.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…The flow experience is divided into three constructs [ 19 ]: (1) focused attention, (2) control, and (3) curiosity. Online games can take great concentration by immersing the user in a virtual world [ 56 ]. In this respect, the flow experience in online games could measure the user attention during the game which would be related to the difficulty to play it [ 18 ].…”
Section: Research Framework and Hypothesis Developmentmentioning
confidence: 99%
“…It is usually assumed that these tasks are difficult and demand the whole user concentration [ 18 ]. In this manner, flow experience is related to continuance intention [ 4 , 15 , 19 , 56 ]. Supported on this, the following hypothesis has been proposed:…”
Section: Research Framework and Hypothesis Developmentmentioning
confidence: 99%