Abstract:
1. Introduction
2. Literature review
2.1 Why people watch eSports games
2.2 Experience Economy Model (EEM)
2.3 Appeal of off-line eSports tourism
3. Research Model and analysis
3.1 Research Model
3.2 Questionnaire
3.3 Data collection and demographic analysis
3.4 Measurement model analysis
3.5 Structural Model Analysis
3.6 Mediation Effect Analysis
4. Conclusion
Reference