Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types
Previous studies have paid little attention to spectators’ consumption behaviors and motives for watching different types of esports live-streaming and game genres. This study, therefore, investigates spectator motives and consumption behaviors based on the interaction effects of live-streaming type...
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doaj-8a571c1ede064199b5d5aa7a18ff962a2021-04-08T23:04:11ZengMDPI AGSustainability2071-10502021-04-01134164416410.3390/su13084164Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming TypesShang-Chun Ma0Kevin K. Byon1Wooyoung (William) Jang2Shang-Min Ma3Tsung-Nan Huang4Institute of Physical Education, Health, & Leisure Studies, National Cheng Kung University, Tainan City 701, TaiwanDepartment of Kinesiology, Indiana University, Bloomington, IN 47405, USADepartment of Sport Management, Wellness, and Physical Education, University of West Georgia, Carrollton, GA 30118, USADepartment of Recreational Sport & Health Promotion, National Pingtung University of Science & Technology, Pingtung County 91201, TaiwanInstitute of Physical Education, Health, & Leisure Studies, National Cheng Kung University, Tainan City 701, TaiwanPrevious studies have paid little attention to spectators’ consumption behaviors and motives for watching different types of esports live-streaming and game genres. This study, therefore, investigates spectator motives and consumption behaviors based on the interaction effects of live-streaming types and game genres. Convenience sampling was conducted to collect 312 responses from Taiwanese individuals via the Professional Technology Temple. The measurement tools include the motivation scale for sport consumption, esports streaming consumption behaviors, and two moderators (i.e., game genres and live-streaming types). The moderating effects were examined using the PROCESS macro. The results showed that esports spectating motives and consumption behaviors are determined by different types of live-streaming and game genres. A matrix of esports spectator segments was developed to illustrate the findings and managerial implications. The study’s findings broaden our understanding of esports consumption behaviors and can contribute to the fast-growing esports marketing literature. In addition, the results are expected to help practitioners better segment their consumer groups to develop more tailored marketing programs.https://www.mdpi.com/2071-1050/13/8/4164esportsspectator motivesgame genreslive-streamingesports consumption behavior |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Shang-Chun Ma Kevin K. Byon Wooyoung (William) Jang Shang-Min Ma Tsung-Nan Huang |
spellingShingle |
Shang-Chun Ma Kevin K. Byon Wooyoung (William) Jang Shang-Min Ma Tsung-Nan Huang Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types Sustainability esports spectator motives game genres live-streaming esports consumption behavior |
author_facet |
Shang-Chun Ma Kevin K. Byon Wooyoung (William) Jang Shang-Min Ma Tsung-Nan Huang |
author_sort |
Shang-Chun Ma |
title |
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types |
title_short |
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types |
title_full |
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types |
title_fullStr |
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types |
title_full_unstemmed |
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types |
title_sort |
esports spectating motives and streaming consumption: moderating effect of game genres and live-streaming types |
publisher |
MDPI AG |
series |
Sustainability |
issn |
2071-1050 |
publishDate |
2021-04-01 |
description |
Previous studies have paid little attention to spectators’ consumption behaviors and motives for watching different types of esports live-streaming and game genres. This study, therefore, investigates spectator motives and consumption behaviors based on the interaction effects of live-streaming types and game genres. Convenience sampling was conducted to collect 312 responses from Taiwanese individuals via the Professional Technology Temple. The measurement tools include the motivation scale for sport consumption, esports streaming consumption behaviors, and two moderators (i.e., game genres and live-streaming types). The moderating effects were examined using the PROCESS macro. The results showed that esports spectating motives and consumption behaviors are determined by different types of live-streaming and game genres. A matrix of esports spectator segments was developed to illustrate the findings and managerial implications. The study’s findings broaden our understanding of esports consumption behaviors and can contribute to the fast-growing esports marketing literature. In addition, the results are expected to help practitioners better segment their consumer groups to develop more tailored marketing programs. |
topic |
esports spectator motives game genres live-streaming esports consumption behavior |
url |
https://www.mdpi.com/2071-1050/13/8/4164 |
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