“…As previously mentioned, literature on eSports is still rare and dispersed, and most of this body of literature has focused on the qualitative documentation of visible phenomenon in tournaments (e.g. Carter and Gibbs, 2013; Cheung and Huang, 2011; Hutchins, 2008; Seo and Jung, 2014; Seo, 2016; Taylor, 2012a, ,b; Wagner, 2006; Witkowski, 2009, 2012). Published quantitative research on the questions of why people watch eSports or why players wish to attend eSports events is, as of yet, non-existent.…”