Esports spectator motivation: A case study on CS:GO

Detalhes bibliográficos
Autor(a) principal: Martinho, António Fernandes da Silva
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/38587
Resumo: The digital world is increasingly becoming a focal point for companies to position themselves in order to gain the attention of their consumers. This is a world still underexplored, and the success of esports combined with the growth of its interested population (particularly among Millennials and Gen Z) shows that esports can be a place of new opportunities for companies to expose themselves and captivate their target audience. This research aims to understand the motivations of Portuguese consumers to watch esports (particularly the game Counter-Strike Global Offensive), to cluster them, and to correlate the motivation cluster with and the level of game engagement. Using the MSES scale to measure motivation, data were collected through a survey with 555 regular consumers of Counter-Strike Global Offensive, and main results show the existence of two clusters of consumers: one that values all the components of this motivation scale, emphasizing the socialization factors between consumers; and another that values equally these same motivations, but discards the importance of this social interaction between consumers. Also, data show that consumers who give more importance to social factors, tend to be more active in these gaming platforms and to invest more and make upgrades in their game inventories. Academical contribution of this thesis encompasses the validation of the MSES scale for the Portuguese consumers of esports. Yet, some managerial recommendation is provided, since knowing the motivations of these consumers becomes essential for marketing departments of companies that target these young consumers, in order to optimize their investments on esports.
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spelling Esports spectator motivation: A case study on CS:GODigital worldEsportsCS:GODomínio/Área Científica::Ciências Sociais::Economia e GestãoThe digital world is increasingly becoming a focal point for companies to position themselves in order to gain the attention of their consumers. This is a world still underexplored, and the success of esports combined with the growth of its interested population (particularly among Millennials and Gen Z) shows that esports can be a place of new opportunities for companies to expose themselves and captivate their target audience. This research aims to understand the motivations of Portuguese consumers to watch esports (particularly the game Counter-Strike Global Offensive), to cluster them, and to correlate the motivation cluster with and the level of game engagement. Using the MSES scale to measure motivation, data were collected through a survey with 555 regular consumers of Counter-Strike Global Offensive, and main results show the existence of two clusters of consumers: one that values all the components of this motivation scale, emphasizing the socialization factors between consumers; and another that values equally these same motivations, but discards the importance of this social interaction between consumers. Also, data show that consumers who give more importance to social factors, tend to be more active in these gaming platforms and to invest more and make upgrades in their game inventories. Academical contribution of this thesis encompasses the validation of the MSES scale for the Portuguese consumers of esports. Yet, some managerial recommendation is provided, since knowing the motivations of these consumers becomes essential for marketing departments of companies that target these young consumers, in order to optimize their investments on esports.Salomão, MiriamRepositório ComumMartinho, António Fernandes da Silva2022-01-04T15:07:05Z2021-07-16T00:00:00Z2021-07-16T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.26/38587202838099enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-05T15:25:06Zoai:comum.rcaap.pt:10400.26/38587Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:14:40.961428Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Esports spectator motivation: A case study on CS:GO
title Esports spectator motivation: A case study on CS:GO
spellingShingle Esports spectator motivation: A case study on CS:GO
Martinho, António Fernandes da Silva
Digital world
Esports
CS:GO
Domínio/Área Científica::Ciências Sociais::Economia e Gestão
title_short Esports spectator motivation: A case study on CS:GO
title_full Esports spectator motivation: A case study on CS:GO
title_fullStr Esports spectator motivation: A case study on CS:GO
title_full_unstemmed Esports spectator motivation: A case study on CS:GO
title_sort Esports spectator motivation: A case study on CS:GO
author Martinho, António Fernandes da Silva
author_facet Martinho, António Fernandes da Silva
author_role author
dc.contributor.none.fl_str_mv Salomão, Miriam
Repositório Comum
dc.contributor.author.fl_str_mv Martinho, António Fernandes da Silva
dc.subject.por.fl_str_mv Digital world
Esports
CS:GO
Domínio/Área Científica::Ciências Sociais::Economia e Gestão
topic Digital world
Esports
CS:GO
Domínio/Área Científica::Ciências Sociais::Economia e Gestão
description The digital world is increasingly becoming a focal point for companies to position themselves in order to gain the attention of their consumers. This is a world still underexplored, and the success of esports combined with the growth of its interested population (particularly among Millennials and Gen Z) shows that esports can be a place of new opportunities for companies to expose themselves and captivate their target audience. This research aims to understand the motivations of Portuguese consumers to watch esports (particularly the game Counter-Strike Global Offensive), to cluster them, and to correlate the motivation cluster with and the level of game engagement. Using the MSES scale to measure motivation, data were collected through a survey with 555 regular consumers of Counter-Strike Global Offensive, and main results show the existence of two clusters of consumers: one that values all the components of this motivation scale, emphasizing the socialization factors between consumers; and another that values equally these same motivations, but discards the importance of this social interaction between consumers. Also, data show that consumers who give more importance to social factors, tend to be more active in these gaming platforms and to invest more and make upgrades in their game inventories. Academical contribution of this thesis encompasses the validation of the MSES scale for the Portuguese consumers of esports. Yet, some managerial recommendation is provided, since knowing the motivations of these consumers becomes essential for marketing departments of companies that target these young consumers, in order to optimize their investments on esports.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-16T00:00:00Z
2021-07-16T00:00:00Z
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