The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement
Abstract
:1. Introduction
2. Theoretical Background and Hypotheses Development
2.1. Uses and Gratification Theory (UG) in Esports Livestreaming Service
2.2. The Attributes of Esports Content and Flow Experience
2.3. The Role of Esports Involvement in Viewer Experience
2.4. Flow Experience and Well-Being
3. Methods
3.1. Data Collection
3.2. Measurement Model
4. Results
5. Discussion
5.1. Theoretical Implications
5.2. Practical Implications
6. Limitations and Future Research Agendas
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Construct | Variable | F1 | F2 | F3 | F4 | Eigen Values | Variance Explained (%) |
---|---|---|---|---|---|---|---|
Entertainment | ENT2 | 0.86 | 52.20 | 20.65 | |||
ENT3 | 0.88 | ||||||
ENT4 | 0.64 | ||||||
Reliability | REL1 | 0.68 | 10.95 | 19.22 | |||
REL2 | 0.79 | ||||||
REL3 | 0.78 | ||||||
Diversity | DIV1 | 0.88 | 8.57 | 19.00 | |||
DIV2 | 0.74 | ||||||
DIV3 | 0.78 | ||||||
Usefulness | USE1 | 0.78 | 5.92 | 18.78 | |||
USE2 | 0.70 | ||||||
USE3 | 0.86 | ||||||
Total variance explained | 77.66 |
Factors and Items | λ | CR | AVE |
---|---|---|---|
Entertainment | 0.87 | 0.69 | |
It is a heart-pounding kind of esports content | 0.86 | ||
I experience enjoyment when I watch the esports content | 0.84 | ||
I find the game to be very meaningful | 0.89 | ||
Reliability | 0.84 | 0.64 | |
The esports content I have recently experienced is dependable | 0.78 | ||
The esports content I have recently experienced is professional | 0.82 | ||
The esports content I have recently experienced is accurate | 0.80 | ||
Diversity | 0.84 | 0.63 | |
The esports content I have recently experienced is diverse in games | 0.75 | ||
The esports content I have recently experienced is rich | 0.80 | ||
The esports content formats I have recently experienced are varied | 0.83 | ||
Usefulness | 0.84 | 0.64 | |
The esports content I have recently experienced helps me become better at esports (games) | 0.79 | ||
The esports content I have recently experienced helps me get the related information and knowledge | 0.81 | ||
The esports content I have recently experienced helps me to expand my skills in gaming | 0.79 | ||
Flow experience | 0.97 | 0.78 | |
(Cognitive Absorption) I was totally focused on the esports game | 0.87 | ||
(Cognitive Absorption) I was deeply engrossed in the esports game | 0.91 | ||
(Cognitive Absorption) I was absorbed intensely | 0.89 | ||
(Time Distortion) It felt like time flew | 0.87 | ||
(Time Distortion) Time seemed to go by very quickly | 0.89 | ||
(Enjoyment) It was enjoyable | 0.87 | ||
(Enjoyment) It was exciting | 0.88 | ||
(Enjoyment) It was fun | 0.87 | ||
Happiness | 0.89 | 0.72 | |
When I think about the esports content viewing experience task, I feel happy | 0.83 | ||
The esports content I have recently experienced contributes to your overall life’s happiness | 0.88 | ||
The esports content I have recently experienced increase my overall life satisfaction | 0.85 | ||
Vitality | 0.95 | 0.75 | |
The esports content I have recently experienced make me feel alive and vital | 0.83 | ||
The esports content I have recently experienced make me feel so alive so I just want to burst | 0.86 | ||
The esports content I have recently experienced make me have energy and spirit | 0.89 | ||
The esports content I have recently experienced make me look forward to each new day | 0.86 | ||
The esports content I have recently experienced make me feel alert and awake | 0.88 | ||
The esports content I have recently experienced make me feel energized right now | 0.88 | ||
Esports involvement | 0.90 | 0.75 | |
I have high attention to esports | 0.86 | ||
Esports are important to me | 0.81 | ||
I am highly interested in esports | 0.92 |
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Yin, C.; Huang, Y.; Kim, D.; Kim, K. The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement. Sustainability 2023, 15, 12207. https://doi.org/10.3390/su151612207
Yin C, Huang Y, Kim D, Kim K. The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement. Sustainability. 2023; 15(16):12207. https://doi.org/10.3390/su151612207
Chicago/Turabian StyleYin, Chaoyu, Yihan Huang, Daehwan Kim, and Kyungun Kim. 2023. "The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement" Sustainability 15, no. 16: 12207. https://doi.org/10.3390/su151612207
APA StyleYin, C., Huang, Y., Kim, D., & Kim, K. (2023). The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement. Sustainability, 15(16), 12207. https://doi.org/10.3390/su151612207