Comparison of Audience Behavior between eSports and Authentic Sports Fans
Abstract
:1. Introduction
2. Literature Review
2.1. Electronic Sports or Sports
2.2. UGT
2.3. Media Transportation
2.4. Research Model and Hypotheses
3. Method
3.1. Data Collection and Measurement Scales
3.2. Data Analyses
4. Results
4.1. Measurement Validity and Reliability
4.2. Results of Analyses
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Item | Questionnaires | Loadings |
---|---|---|
Affective (AFF) | ||
1 | I find watching sports (esports) to be enjoyable. | 0.823 |
2 | Watching sports (esports) is exciting. | 0.742 |
3 | I have fun watching sports (esports). | 0.886 |
4 | Watching sports (esports) is entertaining. | 0.845 |
Cognitive (COG) | ||
1 | By watching sports (esports), I can better decide how to play it than in the past. | 0.788 |
2 | By watching sports (esports), I can be better informed about it. | 0.877 |
3 | By watching sports (esports), I am better informed about new strategies. | 0.715 |
Social (SOC) | ||
1 | Watching sports (esports) makes me feel less lonely. | 0.631 |
2 | While watching sports (esports), I feel connected to the other fans. | 0.910 |
3 | While watching sports (esports), I feel a good bond with other fans of it. | 0.922 |
Tension (TEN) | ||
1 | While watching sports (esports), I can forget about school, work, or other things. | 0.794 |
2 | While watching sports (esports), I can get away from the rest of my family or others. | 0.810 |
3 | While watching sports (esports), I can get away from what I am doing. | 0.874 |
Experience (EXP) | ||
1 | I could imagine myself in the scenes I was watching. | 0.720 |
2 | I was mentally involved in the games I was watching. | 0.882 |
Attention (ATT) | ||
1 | I continued thinking about the games I was watching after viewing. | 0.718 |
2 | While viewing, my mind concentrated. | 0.810 |
x2 = 428.827 (df = 115, p < 0.001), CFI = 0.946, TLI = 0.928, RMSEA = 0.070, SRMR = 0.063 |
CR | α | AVE | 1 | 2 | 3 | 4 | 5 | 6 | |
---|---|---|---|---|---|---|---|---|---|
AFF | 0.889 | 0.888 | 0.667 | 0.817 | |||||
COG | 0.834 | 0.828 | 0.629 | 0.650 | 0.793 | ||||
SOC | 0.877 | 0.852 | 0.711 | 0.409 | 0.499 | 0.843 | |||
TEN | 0.864 | 0.863 | 0.680 | 0.290 | 0.267 | 0.546 | 0.824 | ||
EXP | 0.771 | 0.770 | 0.629 | 0.404 | 0.425 | 0.662 | 0.583 | 0.793 | |
ATT | 0.724 | 0.720 | 0.568 | 0.531 | 0.535 | 0.641 | 0.641 | 0.824 | 0.754 |
Experience | Attention | Hours | ||||
---|---|---|---|---|---|---|
β | SE | β | SE | β | SE | |
AFF | 0.128 * | 0.072 | 0.248 ** | 0.071 | 0.663 | 0.440 |
COG | 0.103 | 0.088 | 0.237 ** | 0.086 | 0.568 | 0.536 |
SOC | 0.593 ** | 0.087 | 0.346 ** | 0.077 | 0.760 | 0.468 |
TEN | 0.291 ** | 0.049 | 0.357 ** | 0.048 | 0.058 | 0.282 |
x2 = 4280.827 (df = 115, p < 0.001), CFI = 0.946, TLI = 0.928, RMSEA = 0.070, SRMR = 0.063 |
Esports Viewers | Sports Viewers | t | p | |
---|---|---|---|---|
Affective | 5.681 | 5.871 | −2.519 | 0.012 |
Cognitive | 5.696 | 5.436 | 3.285 | 0.001 |
Social | 4.964 | 4.896 | 0.672 | 0.502 |
Tension | 4.619 | 4.850 | −2.061 | 0.040 |
Non-Player | Player | t | p | |
---|---|---|---|---|
Affective | 5.823 | 5.901 | −0.842 | 0.401 |
Cognitive | 5.233 | 5.667 | −3.153 | 0.002 |
Social | 4.653 | 5.051 | −3.077 | 0.002 |
Tension | 4.718 | 4.936 | −1.565 | 0.119 |
Model | x2 | Δx2/df | p-Value |
---|---|---|---|
Unrestricted | 570.35 | ||
Weak | 583.90 | 13.545/11 | 0.259 |
Strong | 625.05 | 41.146/11 | <0.001 |
Strict | 715.09 | 90.044/17 | <0.001 |
Experience | Attention | Hours | ||||
---|---|---|---|---|---|---|
β | SE | β | SE | β | SE | |
esports | ||||||
AFF | −0.006 | 0.165 | 0.081 | 0.161 | 0.733 | 0.924 |
COG | 0.218 | 0.198 | 0.300 * | 0.183 | 0.400 | 1.101 |
SOC | 0.624 ** | 0.136 | 0.283 ** | 0.124 | −0.041 | 0.698 |
TEN | 0.378 ** | 0.085 | 0.445 ** | 0.084 | 0.627 | 0.452 |
Authentic | ||||||
AFF | 0.153 * | 0.079 | 0.349 ** | 0.084 | 1.197 * | 0.523 |
COG | 0.096 | 0.093 | 0.144 | 0.096 | 0.231 | 0.619 |
SOC | 0.589 * | 0.103 | 0.418 ** | 0.103 | 1.323 * | 0.623 |
TEN | 0.208 * | 0.061 | 0.316 ** | 0.061 | 0.346 | 0.369 |
Model | x2 | Δx2/df | p-Value |
---|---|---|---|
Unrestricted | 494.95 | ||
Weak | 506.30 | 11.347/11 | 0.415 |
Strong | 538.69 | 32.396/11 | <0.001 |
Strict | 578.66 | 39.965/17 | <0.001 |
Experience | Attention | Hours | ||||
---|---|---|---|---|---|---|
β | SE | β | SE | β | SE | |
Non-play | ||||||
AFF | 0.387 ** | 0.142 | 0.499 ** | 0.161 | 10.818 * | 0.766 |
COG | 0.114 | 0.147 | 0.110 | 0.176 | −0.134 | 0.866 |
SOC | 0.514 ** | 0.166 | 0.500 ** | 0.173 | 0.796 | 0.769 |
TEN | 0.115 | 0.081 | 0.341 ** | 0.101 | −0.249 | 0.472 |
Play | ||||||
AFF | 0.012 | 0.093 | 0.232 ** | 0.090 | 0.822 | 0.705 |
COG | 0.193 * | 0.112 | 0.176 * | 0.106 | 0.262 | 0.837 |
SOC | 0.658 ** | 0.155 | 0.348 ** | 0.131 | 10.814 * | 10.006 |
TEN | 0.253 ** | 0.077 | 0.304 ** | 0.075 | −0.423 | 0.550 |
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Oh, T.; Kang, J.-H.; Lee, Y.; Choi, S.M. Comparison of Audience Behavior between eSports and Authentic Sports Fans. Behav. Sci. 2024, 14, 313. https://doi.org/10.3390/bs14040313
Oh T, Kang J-H, Lee Y, Choi SM. Comparison of Audience Behavior between eSports and Authentic Sports Fans. Behavioral Sciences. 2024; 14(4):313. https://doi.org/10.3390/bs14040313
Chicago/Turabian StyleOh, Taeyeon, Joon-Ho Kang, Younghan Lee, and Soyon Michelle Choi. 2024. "Comparison of Audience Behavior between eSports and Authentic Sports Fans" Behavioral Sciences 14, no. 4: 313. https://doi.org/10.3390/bs14040313
APA StyleOh, T., Kang, J. -H., Lee, Y., & Choi, S. M. (2024). Comparison of Audience Behavior between eSports and Authentic Sports Fans. Behavioral Sciences, 14(4), 313. https://doi.org/10.3390/bs14040313