Let’s play a new game: the drivers of eSports consumption

Detalhes bibliográficos
Autor(a) principal: Santos, Renan Leite dos
Data de Publicação: 2021
Outros Autores: Petroll, Martin de La Martinière, Boeing, Ricardo, Scussel, Fernanda
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/15188
Resumo: Despite the growth and economic relevance of electronic sports (eSports), the motivations of this type of media and entertainment consumption remain underexplored, particularly in scenarios in which traditional sports are a cultural element and an important influence in the lifestyle of the population. Thus, the main objective of this paper is to understand the drivers of electronic sports motivation for the Brazilian eSports audience, regarding their motivations to watch online matches. We performed a survey with 262 Brazilian eSports spectators, analyzing the results through Structural Equation Modeling. Findings revealed that that eSports consumption is driven by four main motivations, namely, novelty, escapism, aesthetic and vicarious achievement, being vicarious achievement the main driver of eSports consumption in Brazil. This study advances the understanding of the influence of culture in eSports consumption, exploring the antecedents of this kind of media entertainment and the role of motivations in the digital arena. This comprehension is paramount due to the increase of digital platforms, digital types of entertainment and the growth of eSports consumption worldwide.
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spelling Let’s play a new game: the drivers of eSports consumptionJuguemos a un nuevo juego: los impulsores del consumo de eSportsVamos jogar um novo jogo: os motivadores do consumo de eSportsESportsEsportes eletrônicosConsumo de mídiaTeoria dos usos e gratificações.ESportsDeportes electronicosConsumo de mediosTeoría de usos y gratificación.ESportsElectronic sportsMedia consumptionUses and gratifications theory.Despite the growth and economic relevance of electronic sports (eSports), the motivations of this type of media and entertainment consumption remain underexplored, particularly in scenarios in which traditional sports are a cultural element and an important influence in the lifestyle of the population. Thus, the main objective of this paper is to understand the drivers of electronic sports motivation for the Brazilian eSports audience, regarding their motivations to watch online matches. We performed a survey with 262 Brazilian eSports spectators, analyzing the results through Structural Equation Modeling. Findings revealed that that eSports consumption is driven by four main motivations, namely, novelty, escapism, aesthetic and vicarious achievement, being vicarious achievement the main driver of eSports consumption in Brazil. This study advances the understanding of the influence of culture in eSports consumption, exploring the antecedents of this kind of media entertainment and the role of motivations in the digital arena. This comprehension is paramount due to the increase of digital platforms, digital types of entertainment and the growth of eSports consumption worldwide.A pesar del crecimiento y relevancia económica de los deportes electrónicos (eSports), las motivaciones de este tipo de consumo mediático y  entretenimiento siguen sin ser exploradas, particularmente en contextos en que los deportes tradicionales son un elemento cultural y una influencia importante en el estilo de vida de la población. Por lo tanto, el objetivo principal de este artículo es comprender los impulsores de la motivación de los deportes electrónicos para la audiencia brasileña de eSports, en cuanto a sus motivaciones para ver partidos online. Realizamos um survey a 262 espectadores brasileños de eSports, analizando los resultados a través de  Ecuaciones Estructurales Modeladas. Los resultados revelaron que el consumo de eSports está impulsado por cuatro fomentadores principales, a saber, novedad, escapismo, estética y logros obtenidos, siendo este el principal impulsor del consumo de eSports en Brasil. Este estudio avanza en la comprensión de la influencia de la cultura en el consumo de eSports, explorando los antecedentes de este tipo de entretenimiento mediático y el papel de las motivaciones en el ámbito digital. Esta comprensión es primordial debido al aumento de las plataformas digitales, los tipos de entretenimiento digital y el crecimiento del consumo de eSports en todo el mundo.Apesar do aumento e relevância econômica dos jogos eletrônicos (eSports), as motivações para o consumo desse tipo de mídia continuam inexploradas, particularmente em contextos nos quais esportes tradicionais são um elemento cultural e um importante influenciador do estilo de vida da população.  Portanto, o principal objetivo desse trabalho é compreender quais fatores são importantes no consumo de eSports no Brasil, relacionado a suas motivações para assistir partidas online.  Foi realizado um survey com 262 espectadores de eSports brasileiros, analisado através de Equações Estruturais Modeladas. Os resultados indicam que são quatro os principais fomentadores, sendo eles, novidade, escapismo, estética e conquistas obtidas, sendo este o principal. Esse estudo avança na compreensão da influencia da cultura no consumo de eSports, explorando antecedentes desse tipo de consumo de entretenimento midiático e o papel dos motivadores na arena digital. Essa compreensão é primordial devido ao aumento das plataformas digital de entretenimento e o aumento do consumo de eSports no mundo.Research, Society and Development2021-05-11info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/1518810.33448/rsd-v10i5.15188Research, Society and Development; Vol. 10 No. 5; e40710515188Research, Society and Development; Vol. 10 Núm. 5; e40710515188Research, Society and Development; v. 10 n. 5; e407105151882525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIenghttps://rsdjournal.org/index.php/rsd/article/view/15188/13533Copyright (c) 2021 Renan Leite dos Santos; Martin de La Martinière Petroll; Ricardo Boeing; Fernanda Scusselhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSantos, Renan Leite dos Petroll, Martin de La Martinière Boeing, RicardoScussel, Fernanda2021-05-17T18:20:49Zoai:ojs.pkp.sfu.ca:article/15188Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:36:04.224456Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Let’s play a new game: the drivers of eSports consumption
Juguemos a un nuevo juego: los impulsores del consumo de eSports
Vamos jogar um novo jogo: os motivadores do consumo de eSports
title Let’s play a new game: the drivers of eSports consumption
spellingShingle Let’s play a new game: the drivers of eSports consumption
Santos, Renan Leite dos
ESports
Esportes eletrônicos
Consumo de mídia
Teoria dos usos e gratificações.
ESports
Deportes electronicos
Consumo de medios
Teoría de usos y gratificación.
ESports
Electronic sports
Media consumption
Uses and gratifications theory.
title_short Let’s play a new game: the drivers of eSports consumption
title_full Let’s play a new game: the drivers of eSports consumption
title_fullStr Let’s play a new game: the drivers of eSports consumption
title_full_unstemmed Let’s play a new game: the drivers of eSports consumption
title_sort Let’s play a new game: the drivers of eSports consumption
author Santos, Renan Leite dos
author_facet Santos, Renan Leite dos
Petroll, Martin de La Martinière
Boeing, Ricardo
Scussel, Fernanda
author_role author
author2 Petroll, Martin de La Martinière
Boeing, Ricardo
Scussel, Fernanda
author2_role author
author
author
dc.contributor.author.fl_str_mv Santos, Renan Leite dos
Petroll, Martin de La Martinière
Boeing, Ricardo
Scussel, Fernanda
dc.subject.por.fl_str_mv ESports
Esportes eletrônicos
Consumo de mídia
Teoria dos usos e gratificações.
ESports
Deportes electronicos
Consumo de medios
Teoría de usos y gratificación.
ESports
Electronic sports
Media consumption
Uses and gratifications theory.
topic ESports
Esportes eletrônicos
Consumo de mídia
Teoria dos usos e gratificações.
ESports
Deportes electronicos
Consumo de medios
Teoría de usos y gratificación.
ESports
Electronic sports
Media consumption
Uses and gratifications theory.
description Despite the growth and economic relevance of electronic sports (eSports), the motivations of this type of media and entertainment consumption remain underexplored, particularly in scenarios in which traditional sports are a cultural element and an important influence in the lifestyle of the population. Thus, the main objective of this paper is to understand the drivers of electronic sports motivation for the Brazilian eSports audience, regarding their motivations to watch online matches. We performed a survey with 262 Brazilian eSports spectators, analyzing the results through Structural Equation Modeling. Findings revealed that that eSports consumption is driven by four main motivations, namely, novelty, escapism, aesthetic and vicarious achievement, being vicarious achievement the main driver of eSports consumption in Brazil. This study advances the understanding of the influence of culture in eSports consumption, exploring the antecedents of this kind of media entertainment and the role of motivations in the digital arena. This comprehension is paramount due to the increase of digital platforms, digital types of entertainment and the growth of eSports consumption worldwide.
publishDate 2021
dc.date.none.fl_str_mv 2021-05-11
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/15188
10.33448/rsd-v10i5.15188
url https://rsdjournal.org/index.php/rsd/article/view/15188
identifier_str_mv 10.33448/rsd-v10i5.15188
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/15188/13533
dc.rights.driver.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 10 No. 5; e40710515188
Research, Society and Development; Vol. 10 Núm. 5; e40710515188
Research, Society and Development; v. 10 n. 5; e40710515188
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
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reponame_str Research, Society and Development
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repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
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