Returning for skill or popularity? The demand for esports match replay

Wenche Wang
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引用次数: 2

Abstract

PurposeAmong scholarly analyses of sport demand, few have considered the demand for match replays despite replays' indispensable role in sport broadcasts. Different from live matches, viewers of match replays generally have access to match outcomes. Outcome uncertainty is thus less relevant in attracting viewers. This paper addresses this research gap by analyzing the demand for replays of competitive esports matches.Design/methodology/approachWe collected match replay data for two competitive esports leagues, CrossFire Pro League and King Pro League, from two Chinese esports online platforms, Douyu.com and Huya.com. Drawing on two economic theories of superstar effects—a skilled-based theory and a popularity-based theory, we performed regression analyses and dominance analyses to examine the demand for esports match replays.FindingsOur results indicated skill to be more important in the demand for tactical games while non-skill-popularity is more instrumental in attracting viewers to replays of leisurely games. The platform with knowledge-sharing features also exhibited a stronger skill impact for tactical games.Originality/valueFindings contribute to the understanding of sport match replays and offer implications for esports organizers and broadcasters to market games effectively.
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回归是为了技能还是人气?对电子竞技比赛重播的需求
在体育需求的学术分析中,很少有人考虑到对比赛重播的需求,尽管重播在体育转播中扮演着不可或缺的角色。与现场比赛不同,比赛重播的观众通常可以看到比赛结果。因此,结果的不确定性在吸引观众方面就不那么重要了。本文通过分析竞技电子竞技比赛的重播需求来弥补这一研究缺口。利用巨星效应的两种经济理论——基于技术的理论和基于人气的理论,我们进行了回归分析和优势分析,以检验对电子竞技比赛重播的需求。研究结果表明,技巧性对战术游戏的需求更重要,而非技巧性对吸引观众重播休闲游戏的作用更大。具有知识共享功能的平台对战术游戏的技能影响也更大。原创性/价值调查结果有助于理解体育比赛重播,并为电子竞技组织者和广播公司有效营销游戏提供建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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