“…Accordingly, we posit that, just as perceived control seems to enhance self-enhancement in players of offline games, it should do so for e-sports players. Thus: - H 3 : E-sports players’ perceived control positively moderates the relationship between sensation-seeking and self-enhancement, with higher levels of perceived control leading to higher self-enhancement.
Finally, almost any kind of digital interaction implies that consumers provide personal information, potentially raising privacy concerns (Pizzi and Scarpi 2020; Rodríguez-Priego, Porcu, and Kitchen 2022). Privacy is a key issue wherever digital technologies are involved (Scarpi, Pizzi, and Matta 2022), and e-sports are no exception.…”