Max Sjöblom, Joseph Macey and Juho Hamari
Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of…
Abstract
Purpose
Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet technologies, and to be able to predict behavioural patterns.
Design/methodology/approach
This study employs the Motivation Scale for Sports Consumption to investigate the gratifications spectators derive from esports, both from attending tournaments physically and spectating online, in order to explore which factors may explain the esports spectating behaviour. The authors investigate how these gratifications lead into continued spectatorship online and offline, as well as the likelihood of recommending esports to others. The authors employ two data sets, one collected from online spectators (n=888), the other from live attendees (n=221).
Findings
The results indicate that online spectators rate drama, acquisition of knowledge, appreciation of skill, novelty, aesthetics and enjoyment of aggression higher than live attendees. Correspondingly, social interaction and physical attractiveness were rated higher by live attendees. Vicarious achievement and physical attractiveness positively predicted intention to attend live sports events while vicarious achievement and novelty positively predicted future online consumption of esports. Finally, vicarious achievement and novelty positively predicted recommending esports to others.
Originality/value
During the past years, esports has emerged as a new form of culture and entertainment, that is unique in comparison to other forms of entertainment, as it is almost fully reliant on computer-human interaction and the internet. This study offers one of the first attempts to compare online spectating and live attendance, in order to better understand the phenomenon and the consumers involved. As the growth of esports is predicted to continue in the coming years, further understanding of this phenomenon is pivotal for multiple stakeholder groups.
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The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary…
Abstract
Purpose
The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet).
Design/methodology/approach
The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model.
Findings
The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.
Originality/value
During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.
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Maria Törhönen, Max Sjöblom, Lobna Hassan and Juho Hamari
The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private…
Abstract
Purpose
The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and the emergence of a hybrid form of work and play, playbour.
Design/methodology/approach
The data for the study were collected using an online survey of 377 video content creators and it was analysed via structural equation modelling.
Findings
The findings of the study indicate that although the practice of video content creation is becoming more commercialised and professionalised, the extrinsic motivations, often associated with work (e.g. income, prestige), remain less significant drivers for content creation than intrinsic motivations (e.g. enjoyment, socialisation), which are associated with leisure activities.
Originality/value
This study offers insight into how the authors have begun to reorganise the position in the new digital labour culture, where monotonous tasks are increasingly automated, allowing room for intrinsically driven playful labour to develop within the leisure activities.
Max de Zoeten and Thomas Könecke
The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports…
Abstract
Purpose
The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports frequently are not precise enough, too context-specific and/or focus on the question whether esports is sports or not. This means that no precise structural concept has been provided thus far. Such a conceptualization as well as a categorization of esports and related types of video gaming are provided in this paper.
Design/methodology/approach
This paper is based on a narrative review considering academic literature from 2000 to 2021 and publications of relevant esports organizations. The review is conceptually extended by structural parallels to traditional sports.
Findings
The central outcome of this research is conceptualizing esports as a victory-driven, organized performance comparison of exclusively human players playing video games in a competitive setting. This comparison is based solely on the performance achieved during a defined time frame according to fixed rules with comparably equal team (starting) conditions. This conceptualization is embedded in a general categorization of video gaming based on structural similarities with and differences to esports. Moreover, characteristics that were rejected in regards to the conceptualization and the categorization are discussed.
Originality/value
This paper provides a comprehensive categorization of esports and other types of video gaming based on structural similarities and differences. It is thus of high relevance for academia and sport management practice alike and can further the development in both fields.
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Patryk Adam Jakubczak and Jaroslaw Bienias
The purpose of this paper was to compare the response of selected hybrid Fibre Metal Laminates (FMLs) in the form of glass and carbon fibre aluminium laminates to dynamic and…
Abstract
Purpose
The purpose of this paper was to compare the response of selected hybrid Fibre Metal Laminates (FMLs) in the form of glass and carbon fibre aluminium laminates to dynamic and static loads compared together.
Design/methodology/approach
The subject of examination was FMLs (Al/CFRP and Al/GFRP). The samples were subjected to low-velocity impact and quasi-static indentation. The response of laminates to the both types of loads was evaluated by comparison of force – displacement diagrams including the values of maximum forces as well as the extent and nature of structure degradation as a result of loads.
Findings
In case of Al/GFRP laminates, the analysis of characteristic relations, i.e. force – displacement and the impactor influence area in case of indentation and impact confirmed that certain parameters, i.e. the values of maximum force transferred by laminate, destruction surface area and destruction mechanisms are consistent after static and dynamic tests. Significant differences were found in destruction scale in Al/GFRP laminates despite considerable fitting of force – displacement diagrams to static and dynamic tests. Destruction surface area observed in FML carbon laminates subjected to dynamic loads was significantly smaller than after indentation but perforation area occurring at the unloaded side was much more extensive.
Practical implications
Research issues in the scope of dynamic loads by means of concentrated force in composite materials and interpretation of the effects of their impacts are extremely complex. Therefore, the attempts are made to predict the resistance to dynamic loads by means of concentrated force using statistical research methods. The test results might be useful for the design and simulations of FMLs applications in aerospace.
Originality/value
From the analysis of available literature, it appears that there are no studies exploring the issue of forecasting or comparison the effects of static and dynamic tests for hybrid FMLs. The new hybrid materials like FMLs have different mechanisms of damage initiation and propagation as a result of impact, in comparison to classic composite materials. It means that possibilities of using the static loads to predict impact resistance should be known well for all type of FMLs. Actually, there is no research about static indentation in relation to low-velocity impact of aluminium-carbon laminates. This situation encouraged the authors of the present study to undertake research in this scope. The results can demonstrate and explain why prediction of impact resistance of FMLs by using static indentation is uncertain and not always valuable.
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Xiao-Yu Xu, Syed Muhammad Usman Tayyab, Qingdan Jia and Albert H. Huang
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental…
Abstract
Purpose
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental elements, gratifications and user pre-existing attitudes in VGS, this paper presents the development of an extended model of uses and gratification theory (EUGT) for predicting users' behavior in novel technological context.
Design/methodology/approach
The proposed model was empirically tested in VGS context due to its popularity, interactivity and relevance. Data collected from 308 VGS users and structural equation modeling (SEM) was employed to assess the hypotheses. Multi-model comparison technique was used to assess the explanatory power of EUGT.
Findings
The findings confirmed three significant types elements in determining VGS viewers' engagement, including gratifications (e.g. involvement), environmental cues (e.g. medium appeal) and user predispositions (e.g. pre-existing attitudes). The results revealed that emerging technologies provide potential opportunities for new motives and gratifications, and highlighted the significant of pre-existing attitudes as a mediator in the gratification-uses link.
Originality/value
This study is one of its kind in tackling the criticism on UGT of considering media users too rational or active. The study achieved this objective by considering environmental impacts on user behavior which is largely ignored in recent UGT studies. Also, by incorporating users pre-existing attitudes into UGT framework, this study conceptualized and empirically verified the higher explanatory power of EUGT through a novel multi-modal approach in VGS. Compared to other rival models, EUGS provides a more robust explanation of users' behavior. The findings contribute to the literature of UGT, VGS and users' engagement.
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This paper proposes a structural model that explores the relationship between game/esports streamers’ credibility dimensions and viewers’ willingness to spend money (WTP) on…
Abstract
Purpose
This paper proposes a structural model that explores the relationship between game/esports streamers’ credibility dimensions and viewers’ willingness to spend money (WTP) on online games. The study seeks to uncover the underlying mechanisms in this relationship by drawing on the source credibility model, social identity theory and S-O-R framework.
Design/methodology/approach
The study utilized an online survey conducted through Qualtrics survey software to validate the proposed framework. The sample (N = 612) consisted of viewers of a Turkish esports live streamer with a substantial following on both Twitch and YouTube. The main research framework was tested using AMOS 22, and the serial mediation analyses were done using Process v3.0 on SPSS.
Findings
The findings of this study are significant, revealing that streamer credibility (SC) factors – trustworthiness, attractiveness and expertise – have a profound impact on the response variables purchase intention (PI) and WTP through streamer identification (STI). Moreover, the study uncovers that the time spent watching the streamer significantly influences WTP for games, a crucial insight for the gaming industry.
Practical implications
By bridging the realms of social identity theory and the source credibility model within the context of game streaming, this study charts new territory in understanding the intricate web of factors shaping consumer behaviour in live-stream gaming environments. It highlights the multifaceted nature of viewer-streamer interactions and their implications for marketers and industry stakeholders seeking to navigate the expanding landscape of live stream commerce.
Originality/value
This paper offers a novel structural framework that synthesizes multiple perspectives to investigate the relationship between esports streamers’ credibility and viewers’ spending behaviour. By incorporating concepts from the source credibility model, social identity theory and S-O-R framework, the study not only expands upon existing theories of identity in the streaming domain but also provides a comprehensive understanding of the factors influencing consumer behaviour in online gaming environments.
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Beverley R. Lord, Yvonne P. Shanahan and Benjamin M. Nolan
As Lindsay (1994, 1995) encourages validation of existing results, this research replicates Guilding and McManus (2002) in a New Zealand (NZ) context. The usage and perceived…
Abstract
As Lindsay (1994, 1995) encourages validation of existing results, this research replicates Guilding and McManus (2002) in a New Zealand (NZ) context. The usage and perceived merit of customer accounting practices were lower in NZ than in the Australian study. Few of the regressions where customer accounting usage and perceived merit were dependent variables revealed a statistically significant role for competition intensity and market orientation. There was some minor support for the perceived merit of customer accounting being higher in companies experiencing medium levels of competition intensity.
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Sebastian P. L. Fourné, Daniel Guessow and Utz Schäffer
We develop and validate measurement instruments for the business partner, watchdog, and scorekeeper roles of controllers. This study addresses calls to enhance the quality of…
Abstract
We develop and validate measurement instruments for the business partner, watchdog, and scorekeeper roles of controllers. This study addresses calls to enhance the quality of survey research in management accounting by devoting more attention to scale development and especially to construct validity. By focusing on the activity sets of the controllers’ roles, we provide a theoretically and empirically grounded picture of their current roles. The measurement instruments presented in this study enable systematic research progress on controller roles, their relationships, antecedents, and performance outcomes.
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Jingwei Feng, Fengchun Tian, Pengfei Jia, Qinghua He, Yue Shen and Shu Fan
– The purpose of this paper is to detect wound infection by electronic nose (Enose) and to improve the performance of Enose.
Abstract
Purpose
The purpose of this paper is to detect wound infection by electronic nose (Enose) and to improve the performance of Enose.
Design/methodology/approach
Mice are used as experimental subjects. Orthogonal signal correction (OSC) is applied to preprocess the response of Enose. Radical basis function (RBF) network is used for discrimination, and the parameters in RBF are optimized by particle swarm optimization.
Findings
OSC is very suitable for eliminating interference and improving the performance of Enose in wound infection detection.
Research limitations/implications
Further research is required to sample wound infection dataset of human beings and to demonstrate that the Enose with proper algorithms can be used to detect wound infection.
Practical implications
In this paper, Enose is used to detect wound infection, and OSC is used to improve the performance of the Enose. This widens the application area of Enose and OSC.
Originality/value
The innovative concept paves the way for the application of Enose.