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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Main Authors: Shang-Chun Ma, Kevin K. Byon, Wooyoung (William) Jang, Shang-Min Ma, Tsung-Nan Huang
Format: Article
Language:English
Published: MDPI AG 2021-04-01
Series:Sustainability
Subjects:
Online Access:https://www.mdpi.com/2071-1050/13/8/4164
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spelling 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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