As an emerging competition, eSports is currently receiving a growing amount of attention, but relatively little research has been conducted on the likelihood of offline watching. Using the push-pull theory, we propose and test a research model of fans’ perception-centered offline game-watching of eSports matches. Half of the 399 eSports fans we surveyed were from Korea (n = 200) and the other half were from China (n = 199). The results indicate that the entertainment atmosphere has the greatest impact on the intention to watch a match offline, followed by the intention to consume beforehand. There is no direct relationship between offline escapism and offline match-watching. In addition, the diverse personalities of fans affected the entertainment atmosphere and the intention to consume beforehand. This research has theoretical and practical implications for the growth of the eSports offline viewing and eSports tourism industries.
목차
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
키워드
eSportsSportsFan identificationPush-Pull TheorySports Mega EventseSports TourismeSports Industry
저자
Jialing Zhang [ Master Student, Smart Tourism Education Platform, Kyung Hee University Seoul, Korea ]
Myung Ja Kim [ Fellow Professor, School of Hotel and Tourism Management, Kyung Hee University Seoul, Korea ]
Chulmo Koo [ Professor, Smart Tourism Education Platform, Kyung Hee University Seoul, Korea ]
Corresponding Author