2021
DOI: 10.3389/fspor.2021.669999
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Clustering Esports Gameplay Consumers via Game Experiences

Abstract: This study focuses on “game experiences” in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewing esports, and hardware enthusiasm. Four esports gameplay consum… Show more

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Cited by 9 publications
(17 citation statements)
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“…By incorporating questions about whether they play esports games, we deliberately selected survey respondents to ensure that the results of the current study would be more pertinent to the target group intended for this paper. The demographics of the study participants effectively represented the profile of esports consumers, as similarly reported in Jang et al (2021b) and Nielsen (2018). To describe the participants' demographic characteristics, 27.2% identified as female (n 5 88), 70.4% as male (n 5 228) and 2.5% as other (i.e.…”
Section: Methodsmentioning
confidence: 99%
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“…By incorporating questions about whether they play esports games, we deliberately selected survey respondents to ensure that the results of the current study would be more pertinent to the target group intended for this paper. The demographics of the study participants effectively represented the profile of esports consumers, as similarly reported in Jang et al (2021b) and Nielsen (2018). To describe the participants' demographic characteristics, 27.2% identified as female (n 5 88), 70.4% as male (n 5 228) and 2.5% as other (i.e.…”
Section: Methodsmentioning
confidence: 99%
“…While there has been ongoing debate about whether esports meet the Esports for development criteria for physical skills and the development of general sport involvement (Cunningham et al, 2018), esports require manual dexterity, fine motor skills and physiological readings, which demonstrate the physical skill component of esports similar to general sports (Funk et al, 2018). Playing esports requires time, effort, skills and commitment (Jang et al, 2021b), indicating one's active involvement in esports. According to Allport (1945), involvement can be present from six domains of activity: (1) educational, (2) familial, (3) political, (4) recreational, (5) theological and (6) vocational.…”
Section: Sport Involvementmentioning
confidence: 99%
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“…Data were collected from within the United States via an online survey from a crowd-sourcing web service (Mechanical Turk henceforth M-Turk). Previous studies examining esports have used M-Turk to collect data (Jang, Byon, Baker, et al, 2021;Jang, Byon, Pecoraro, et al, 2021) as it has been shown to provide quality data that are reasonably representative (McCredie & Morey, 2019). Ethical approval for our study was obtained by the institutional review board.…”
Section: Data Collectionmentioning
confidence: 99%
“…Observers too have been conceptualized as a type of gamers. 56 The observer is described as a fan who frequently watches e-sports events or streamers’ e-sports gameplay but whose e-sports gameplay is not equaled by their viewing consumption . While such categorization has primarily originated in the context of e-sports consumption, it seems relevant from the medical perspective as well.…”
Section: Recommendationsmentioning
confidence: 99%