Let’s play a new game: the drivers of eSports consumption
Autor(a) principal: | |
---|---|
Data de Publicação: | 2021 |
Outros Autores: | , , |
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. |
id |
UNIFEI_df9e7872fdef06c5bfce4b39b184e4d3 |
---|---|
oai_identifier_str |
oai:ojs.pkp.sfu.ca:article/15188 |
network_acronym_str |
UNIFEI |
network_name_str |
Research, Society and Development |
repository_id_str |
|
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 |
institution |
UNIFEI |
reponame_str |
Research, Society and Development |
collection |
Research, Society and Development |
repository.name.fl_str_mv |
Research, Society and Development - Universidade Federal de Itajubá (UNIFEI) |
repository.mail.fl_str_mv |
rsd.articles@gmail.com |
_version_ |
1797052817887723520 |