A systematic review on spectator behavior in esports: why do people watch?

Julia Rietz, Kirstin Hallmann
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引用次数: 6

Abstract

PurposeEsports is rapidly growing in popularity and viewership. The study's purpose was threefold: (1) to provide a systematic review and synthesis of esports spectatorship research. (2) to provide a reference for the psychology of consumer behavior in esports live streaming and esports event attendance. (3) to deliver a clear picture of the factors that impact consumer behavior in esports online and on-site consumption.Design/methodology/approachThe study systematically reviews motivational aspects of online and on-site spectatorship using the Preferred Reporting Items for Systematic Review and Meta-Analysis Protocols (PRISMA). SCOPUS and Google Scholar were selected as social science databases. Twenty-five papers met the inclusion criteria: (1) published between 2000 and 2022, (2) empirical investigation, (3) focus on online and/or on-site esports spectatorship/events. Five papers implemented randomization to assess common method bias.FindingsTwenty-five papers qualified for subsequent analysis. The papers were mostly quantitative. They included a theoretical framework and investigated online esports spectatorship. Significant antecedents for motivation to watch esports online and/or on-site were fanship, tension release, entertainment, escaping everyday life and unique features like chat and direct communication. No consensus was found concerning similarities or differences between online and on-site esports spectatorship and traditional sports spectatorship.Originality/valueThis research contributed to a new theoretical, methodological and practical agenda. A more comparative approach analyzing contextual, structural and demographic cues could lead to a holistic picture of esports spectator motivation.
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电子竞技中观众行为的系统回顾:人们为什么观看?
电子竞技的受欢迎程度和收视率正在迅速增长。该研究的目的有三个:(1)对电子竞技观众的研究进行系统的回顾和综合。(2)为电竞直播和电竞赛事观赛中的消费者行为心理提供参考。(3)清晰了解影响电子竞技在线和现场消费消费者行为的因素。设计/方法/方法本研究使用系统评价和荟萃分析方案的首选报告项目(PRISMA)系统地回顾了在线和现场观众的动机方面。社科数据库选择SCOPUS和Google Scholar。25篇论文符合纳入标准:(1)发表于2000年至2022年之间,(2)实证调查,(3)关注在线和/或现场电子竞技观众/活动。5篇论文采用随机化来评估共同方法偏差。25篇论文符合后续分析的条件。论文大多是定量的。他们包括一个理论框架,并调查了在线电子竞技的观众。在线和/或现场观看电子竞技的重要动机是粉丝,紧张释放,娱乐,逃避日常生活以及聊天和直接交流等独特功能。关于在线和现场电子竞技观看与传统体育观看的异同,没有达成共识。原创性/价值这项研究提出了一个新的理论、方法和实践议程。一种更具比较性的方法可以分析情境、结构和人口线索,从而全面了解电子竞技观众的动机。
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