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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,...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2022
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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. |
format | Online Article Text |
id | pubmed-9099093 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
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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