ABSTRACT
Ⅰ. Introduction
Ⅱ. Research Background
2.1. Offline eSports Games and Consumption by Fans
2.2. eSports Fan Identification
2.3. Venues as Tourist Destinations
Ⅲ. Hypothesis Development and Research Model
3.1. Research Model
3.2. eSports Consumption Factors
Ⅳ. Research Method and Analysis
4.1. Survey Measures
4.2. Data Collection
4.3. Data Analysis
Ⅴ. Conclusions
5.1. Research Findings and Discussion
5.2. Theoretical Implications
5.3. Practical Implications
5.4. Limitations and Future Research Directions
Acknowledgements