Location
Grand Wailea, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
8-1-2019 12:00 AM
End Date
11-1-2019 12:00 AM
Description
ESports is a rising phenomenon that attracts followers worldwide. Recently, big eSports events are hosted regularly as a counterpart to the “traditional” online streams. However, the differences between offline and online consumption have not been scientifically addressed. Based on the Motivation Scale for Sports Consumption (MSSC), on-site visitors and stream followers (N = 637) of a big eSports event were surveyed. By analyzing the motives for eSports consumption of these two groups, insights about users following one specific broadcast form were derived and success factors (e.g. intention to visit) were assessed. While on-site attendees are motivated by social aspects, online participants seek knowledge gain and are interested in details of the gameplay. Escape and drama motivation are equally important for both groups. The findings give new insights in the field of eSports and help practitioners develop live experiences of eSports online as well as offline.
Differences and Similarities in Motivation for Offline and Online eSports Event Consumption
Grand Wailea, Hawaii
ESports is a rising phenomenon that attracts followers worldwide. Recently, big eSports events are hosted regularly as a counterpart to the “traditional” online streams. However, the differences between offline and online consumption have not been scientifically addressed. Based on the Motivation Scale for Sports Consumption (MSSC), on-site visitors and stream followers (N = 637) of a big eSports event were surveyed. By analyzing the motives for eSports consumption of these two groups, insights about users following one specific broadcast form were derived and success factors (e.g. intention to visit) were assessed. While on-site attendees are motivated by social aspects, online participants seek knowledge gain and are interested in details of the gameplay. Escape and drama motivation are equally important for both groups. The findings give new insights in the field of eSports and help practitioners develop live experiences of eSports online as well as offline.
https://aisel.aisnet.org/hicss-52/dsm/games_and_gaming/4