Consumer segmentation in esports: clustering via consumption motivation

Julia Rietz, Kirstin Hallmann
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引用次数: 0

Abstract

Purpose

The study aims to provide a reference for market segmentation in a relatively new market. Esports consumer profiles are developed based on consumption motives, structural factors, game genres, interests, demographics and behavioral intentions. It delivers managerial advice for a growing esports market.

Design/methodology/approach

A quantitative approach using an online survey was implemented to identify homogenous groups. The study employed the Motivation Scale for Sports Consumption (MSSC) to investigate the consumption motives of esports consumers. A two-step market segmentation was conducted based on the motives, applying hierarchical clustering. Moreover, descriptor variables were used to create distinct esports consumer profiles.

Findings

This research divides the esports market into four clusters based on MSSC, which is new and relevant in a constantly changing environment. The clusters are named Low Intention Novices, Leisure Warriors, Socializing Learners and Dedicated Enthusiasts.

Originality/value

This adds to the limited literature on esports market segmentation and highlights the theoretical and practical implications of the findings.

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电竞消费者细分:通过消费动机进行聚类
目的 本研究旨在为相对较新的市场细分提供参考。根据消费动机、结构因素、游戏类型、兴趣、人口统计和行为意向,建立电竞消费者档案。设计/方法/途径采用在线调查的定量方法来确定同质群体。研究采用了体育消费动机量表(MSSC)来调查电竞消费者的消费动机。根据动机进行了两步市场细分,采用了分层聚类法。研究结果这项研究根据 MSSC 将电竞市场划分为四个群组,在不断变化的环境中,MSSC 具有新颖性和相关性。这些聚类被命名为低意向新手、休闲战士、社交学习者和专注爱好者。原创性/价值这为有限的电竞市场细分文献增添了新的内容,并强调了研究结果的理论和实践意义。
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