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Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans

Esports, competitive video game competitions, are a leading digital innovation at the nexus of sports, business, and technology. Given their prominent position, esports have received extensive media and academic attention. In particular, esports fans, primarily tech-savvy and affluent young adults,...

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Autores principales: Huettermann, Marcel, Pizzo, Anthony D.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9099093/
https://www.ncbi.nlm.nih.gov/pubmed/35571745
http://dx.doi.org/10.3389/fspor.2022.880294
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author Huettermann, Marcel
Pizzo, Anthony D.
author_facet Huettermann, Marcel
Pizzo, Anthony D.
author_sort Huettermann, Marcel
collection PubMed
description Esports, competitive video game competitions, are a leading digital innovation at the nexus of sports, business, and technology. Given their prominent position, esports have received extensive media and academic attention. In particular, esports fans, primarily tech-savvy and affluent young adults, have been the foci of this attention. Accordingly, a large number of studies has centered on these influential consumers, examining their motives to spectate, support, and follow esports teams and players. To date, esports have been examined very broadly, neglecting differences in the multitude of games, genres, and platforms which influence their consumption. In particular, the platform (or medium), plays a substantial role in how consumers engage with esports teams and players. These platforms include personal computers (PCs) and video gaming consoles. The purpose of this study is to identify differences in how fans of PC and console based esports teams engage with their favorite esports team. We collected data from both PC and console esports team fans via an online survey (N = 514), analyzing said data using structural equation modeling and multigroup analysis. Our results highlight that fans of console-based esports teams value both emotional engagement and management cooperation, underscoring the more intimate and personal experience afforded by consoles (vis-à-vis PCs). Overall, our study elucidates differences in esports fan engagement and helps to further identify critical differences that influence esports consumer behavior.
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spelling pubmed-90990932022-05-14 Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans Huettermann, Marcel Pizzo, Anthony D. Front Sports Act Living Sports and Active Living Esports, competitive video game competitions, are a leading digital innovation at the nexus of sports, business, and technology. Given their prominent position, esports have received extensive media and academic attention. In particular, esports fans, primarily tech-savvy and affluent young adults, have been the foci of this attention. Accordingly, a large number of studies has centered on these influential consumers, examining their motives to spectate, support, and follow esports teams and players. To date, esports have been examined very broadly, neglecting differences in the multitude of games, genres, and platforms which influence their consumption. In particular, the platform (or medium), plays a substantial role in how consumers engage with esports teams and players. These platforms include personal computers (PCs) and video gaming consoles. The purpose of this study is to identify differences in how fans of PC and console based esports teams engage with their favorite esports team. We collected data from both PC and console esports team fans via an online survey (N = 514), analyzing said data using structural equation modeling and multigroup analysis. Our results highlight that fans of console-based esports teams value both emotional engagement and management cooperation, underscoring the more intimate and personal experience afforded by consoles (vis-à-vis PCs). Overall, our study elucidates differences in esports fan engagement and helps to further identify critical differences that influence esports consumer behavior. Frontiers Media S.A. 2022-04-29 /pmc/articles/PMC9099093/ /pubmed/35571745 http://dx.doi.org/10.3389/fspor.2022.880294 Text en Copyright © 2022 Huettermann and Pizzo. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Sports and Active Living
Huettermann, Marcel
Pizzo, Anthony D.
Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans
title Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans
title_full Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans
title_fullStr Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans
title_full_unstemmed Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans
title_short Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans
title_sort esports fan engagement: a comparison of pc and console esports team fans
topic Sports and Active Living
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9099093/
https://www.ncbi.nlm.nih.gov/pubmed/35571745
http://dx.doi.org/10.3389/fspor.2022.880294
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