Over time, eSports will tap into bigger advertising budgets, and reach national, regional, and global levels, as traditional sports are able to. Virtual World, Varsity Sport This study examines motivations of eSports spectators in different segments to gain a better understanding of the behaviors of this growing population. Factors affecting eSports Consumption The 2008 Entertainment Software Association report indicated that approximately 65% of American households play computer or video games and over 40% of Americans either have purchased or plan to purchase one or more game(s). History: Searched “eSports” on VCU Library database, which redirected to EBSCOhost. for Sports Consumption (MSSC), on-site visitors and stream followers (N = 637) of a big eSports event were surveyed. Comparison of eSports and Traditional Sports Consumption Motives. Comparison of spectator motives eSports and traditional sports are similarly consumed between eSport and traditional sporting event contexts in accordance with the same spectator motives, permits assessment of similarities and diferences existing theoretical and practical approaches to sport between the two. Because of this, it makes sense that the rise of technology and video games has also brought out a competitive scene: 2. Athletic Sports Comparison of eSports and Traditional Sports Consumption Motives. While the exact definition for esports will vary depending on who you ask, most would agree with the following: Comparison of eSports and traditional sports consumption motives. 2015. The arena in which the sport is played is a huge factor in how the sport is watched and enjoyed. By analyzing the motives for eSports consumption of these two groups, insights about users following one specific broadcast form were derived and success factors (e.g. eSports vs. Sports: Comparison Chart. Summary of eSports and Sports. A research paper, “Comparison of eSports and Traditional Sports Consumption Motives” by Donghun Lee, Ball State University and Linda J. Schoenstedt, Xavier University, addresses this difference in esports and traditional sport fan behaviors . With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. (2018) observed the similarities and contrasts that exist between traditional sport spectators’ and esports spectators’ consumption motives. Sports vs esports. Journal of Research, 6(2), pp. Posted by 2 years ago. 2016. A research paper, “Comparison of eSports and Traditional Sports Consumption Motives” by Donghun Lee, Ball State University and Linda J. Schoenstedt, Xavier University, addresses this difference in esports and traditional sport fan behaviors . intention to … (Everyone) surveymonkey.co.uk/r/3CF6... 2 comments. Multiple regression analysis results show that spectators across contexts have distinct sets of motives influencing game attendance. From the results we can determine if there are similarities or differences between the two. “Professionalized Consumption and Identity Transformations in the Field of ESports.” Past research on spectator motives in traditional sport has sought to understand the psychology of the sport audience (e.g., Funk & Mahony, 2002; Trail & James, 2001). “Comparison of ESports and Traditional Sports Consumption Motives.” The ICHPER-SD Journal of Research in Health, Physical Education, Recreation, Sport & Dance, 6(2): 39-44. More specifically, three motives (i.e., behavior among eSports consumers. First things first, the obvious difference between the gameplay of the two is that traditional sports players need two teams of people to play against each other in a physical location and require more physical movement. “ Comparison of eSports and Traditional Sports Consumption Motives.” ICHPER-SD Journal of Research 6 (2): 39 – 44. [Repost][Academic] eSports Consumption Motives and Comparison to traditional sports. History: Searched “eSports” on VCU Library database, which redirected to EBSCOhost. … In South Korea, spectator motives across one traditional sport (soccer) and two eSport contexts (FIFA Online 3 and StarCraft II) were measured. As for where that puts esports compared to traditional sports, it’s still well behind the NHL (59%), the Summer and Winter Olympics (44% each), NFL (35%), MLB (34%), CFL (34%), Paralympics (34%), NWHL (32%), NBA (31%) and other sports including Grand Slam Tournaments, PGA Tour, FIFA and MLS. eSports will also be a medal event in the 2022 Asian Games, which could pave the way for full Olympic status. Seo, Yuri. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements (game participation, game attendance, sports viewership, sports readership, sports listenership, Internet usage specific to sports… Consequently, Xavier University multimedia outlets cover more eSports games and potential investors have paid more attention to this market segment as Abstract a growing sponsorship opportunity. It is worth noting that this study may allow researchers to determine if any marketing tactics used to successfully market traditional sports could also be applied to eSports. “Comparison of ESports and Traditional Sports Consumption Motives.” The ICHPER-SD Journal of Research in Health, Physical Education, Recreation, Sport & Dance, 6(2): 39-44. Lee, Donghun, and Linda J. Schoenstedt. USA Today. Comparison of eSPorts and Traditional Sports Consumption Motives. Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Web. patterns of eSports consumption to determine whether eSports consumption stands alone as a distinct market or whether it is similar or compliments traditional sports consumption. With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Limelight Networks, 2018. But for esports, players are not even required to be physically present to play the game. But in recent years, popular acceptance for eSport has risen and prize pools are skyrocketing. What You Need to Know About Esports. Regardless of the term used, eSports is now becoming more accepted as a "sport" and gamers are being identified as "athletes" within society today. "Competitive Gaming Now Recognized as a Pro Sport in the US." Electronic sports, or eSports for short, are professional computer gaming. ICHPER-SD Journal of Research, 6(2), 39-SD Journal of Research, 2011, Vol.6(2), p.39-44. The importance of esports to traditional sporting brands. [Google Scholar] Molina, B. It stands at the intersection of gaming and sports. Expanding commercial capabilities, all sports clubs and organisations have been forced to optimise brand dynamics, seeking to create stronger bonds with fanbases, audiences and communities. I want to look at the motives for eSport consumption and traditional sport consumption. Multiple regression analysis results show that spectators across contexts have distinct sets of motives influencing game attendance. traditional sport spectators and esports spectators share similar consumption motives such as interest in sport, interest in player, aesthetics, social opportunities, drama, role model, entertainment value, wholesome environment, acquisition of knowledge, skill of athletes, and enjoyment of aggression. International Council for Health, Physical Education, Recreation, Sport, and Dance (ICHPER-SD) Journal of Research. and eSports consumption. Ryan Rogers 1. Why Watch Other People Play Video Games? "Comparison of ESports and Traditional Sports Consumption Motives." Over the years, both in terms of popularity and revenues, the eSports industry has seen tremendous growth. The Arena and Stadiums . In South Korea, spectator motives across one traditional sport (soccer) and two eSport contexts (FIFA Online 3 and StarCraft II) were measured. As a whole, eSports is starting to seriously compete with the big leagues. Comparison of eSports and Traditional Sports Consumption Motives. 2018. Comparison of eSports and Traditional Sports Consumption Motives. They sought to compare spectator attendance motives, and the possible effects on attendance In esports, the arena is all digital. There are tournaments and leagues for … Where I believe this is important is because of the growth of eSport on the internet. Sports and Exercise Statistics ... USSA students conducting research on eSports are invited to review the Sports Market Analytics resources. 2011. We review work in business, sports science, cognitive science, informatics, law, media studies, and sociology to understand the current state of academic research of esports and to identify convergent research questions, findings, and trends across fields. Comparison of eSPorts and Traditional Sports Consumption Motives. The growing audience is what has mainly led to sales growth, and it's not just because revenue is created by those viewers. Using regression analysis, the extent to which motives impact time spent on eSports game playing was examined. The "New" Student-Athlete: An Exploratory Examination of Scholarship eSports Players. As a whole, eSports is starting to seriously compete with the big leagues. Lee and Schoenstedt (2011) have observed similar patterns of fan consumption between esports and traditional sports. Identification: This source is a scholarly, peer-reviewed research journal that provides insight regarding the difference between eSports and traditional sports. These motives are sozialisation, athlete performance, and different types of achievements, suggesting similar consumer motives and needs as indicated with traditional sports (Funk, Pizzo & Baker, 2018). Electronic sports (eSports), or competitive video gaming, is a type of sport that has recently expanded its horizon from being a participatory sport to a spectator sport fueled by its wide popularity. Instead of a healthy breakfast of eggs and spinach, the Esports athlete is much more likely to reach for the takeout menu. comparison of consumption motives of esports and traditional sports found that one of the predominant motives for engaging with esports are competition and skill building [42], lending further importance to fostering skill acquisition as part of the viewing experience. Lee, D. & Schoenstedt, L. J., 2011. In this regard, it is necessary to investigate why fans enjoy this new sports genre as a spectator sport. Using a correlation technique, comparisons were made between eSports and non-eSports (or traditional sports). Citation: Seo, Y. eSports, the current study adopts a sport consumer behavior approach and provides a quantitative comparison between spectators of eSports and traditional sport. Archived [Repost][Academic] eSports Consumption Motives and Comparison to traditional sports. Researchers suggest that eSports fans are trying to fulfill similar motives as fans spectating traditional sports (Pizzo & Funk, 2017). This study, therefore, investigates spectator motives and consumption behaviors based on the interaction effects of live-streaming types and game genres. 3 Mar. 39-44. The players of traditional sports and esports, though vastly different share these common qualities as they push themselves every day to do better at the thing they love. eSport vs. The differences are undeniable. In their analysis, it is shown that compared to traditional sports, esport consumers spend relatively little on sport merchandise and … Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League Show all authors. Journal of Marketing Management, 29(13-14), 1542-1560. The current study demonstrates that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market eSport events similarly to traditional sport events. In a direct comparison to ‘traditional sports’ … This list is based on the initial literature list done by T.L. Article available to students in EBSCOhost. With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Comparison of eSports and Traditional Sports Consumption Motives. Comparison of eSports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J. Schoenstedt, and in turn, has boosted eSports consumption. Lee, Donghun and Linda J. Schoenstedt. Journal of Research in Health, Physical Education, Recreation, Sport & … Motives for attending non-revenue collegiate sports. History: Searched “electronic sports” on VCU Library database, which redirected to the EBSCOhost Business Source Complete database. The current study measures widely-used sport consumption motives to ex-amine their influence on eSport spectatorship and game attendance frequency. (2013). eSports will also be a medal event in the 2022 Asian Games, which could pave the way for full Olympic status. he use of selected motives from the consumer behavior are likely applicable to eSport, as … Previous studies have paid little attention to spectators’ consumption behaviors and motives for watching different types of esports live-streaming and game genres. Lee, Donghun and Linda J. Schoenstedt. traditional sports and eSports marketing. Theoretical Background General definitions of motives imply that individuals have certain needs and these unfulfilled needs become a driving force for future behaviors. eSports has even infiltrated higher education in the… New Research from Limelight Networks Shows Traditional Sports Viewership is at Risk as Millennials Switch Their Attention to Esports. (Everyone) Close. In this paper, we expand Journal of Research in Health, Physical Education, Recreation, Sport & … Prior research has examined eSports in isolation from traditional sports, overlooking direct comparisons to understand the degree to which eSport spectators are motivated similarly to traditional sport spectators. “Professionalized Consumption and Identity Transformations in the Field of ESports.” Over the years, I have seen how IGI Global’s technological capabilities have come to the fore with their book publishing system, which vastly simplifies the process, particularly the uploading of manuscript contents, the double-blind peer review process, and the book proofing. Knight, Shawn. Therefore, the goal of this page is to create an extensive list of academic literature on esports.
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