Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content
This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are...
Gespeichert in:
Veröffentlicht in: | Sustainability 2021-07, Vol.13 (14), p.8019 |
---|---|
Hauptverfasser: | , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | |
---|---|
container_issue | 14 |
container_start_page | 8019 |
container_title | Sustainability |
container_volume | 13 |
creator | Jang, Wooyoung (William) Byon, Kevin K. Song, Hyunseok |
description | This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are heterogeneous, only a few esports studies have been conducted. Thus, this study focused on prior esports gameplay experience to explain consumers’ behavior better and examine antecedents, esports gameplay intention, and live esports streaming content across two groups (i.e., high and low frequencies of esports gameplay). Data were collected via an online survey in Amazon Mechanical Turk (M-Turk) from esports consumers who engaged in esports gameplay and live-streaming. One-third of the median cases were excluded to create two groups designated by weekly esports gameplay hours. The results revealed different patterns in the two groups. Specifically, esports gameplay had no effect on engagement in live esports streaming content for consumers who played esport games frequently. However, gameplay intention predicted live esports streaming content engagement successfully in the group who played infrequently. These findings contributed to (1) esports research by demonstrating consumers’ heterogeneity, and the (2) extension of technology acceptance and use research in esports engagement by identifying the role of prior gameplay experience. |
doi_str_mv | 10.3390/su13148019 |
format | Article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2554775140</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2554775140</sourcerecordid><originalsourceid>FETCH-LOGICAL-c295t-3302f7e960b62250eb678a04fb9b4b7a4d8ede621225810a230da1ee3600d583</originalsourceid><addsrcrecordid>eNpNkE9LAzEQxYMoWGovfoKAN2F1kmz2z1HKWgsLiva-ZHdnbUqbrEmq9uJnd2vFOpcZeL95Dx4hlwxuhMjh1m-ZYHEGLD8hIw4pixhIOP13n5OJ9ysYRgiWs2REvoquwyZQ29Enp62jM7XBfq12tPjs0Wk0DVJraFgifca1Ctoav9S9pzWGD0RDC99bF_zxcW4Cmj1HlWlpqd_xj3kJDtVGm1c6tT_UBTnr1Nrj5HePyeK-WEwfovJxNp_elVHDcxkiIYB3KeYJ1AnnErBO0kxB3NV5HdepitsMW0w4G8SMgeICWsUQRQLQykyMydXBtnf2bYs-VCu7dWZIrLiUcZpKFsNAXR-oxlnvHXZV7_RGuV3FoNo3XB0bFt9wWW6W</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2554775140</pqid></control><display><type>article</type><title>Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content</title><source>MDPI - Multidisciplinary Digital Publishing Institute</source><source>EZB-FREE-00999 freely available EZB journals</source><creator>Jang, Wooyoung (William) ; Byon, Kevin K. ; Song, Hyunseok</creator><creatorcontrib>Jang, Wooyoung (William) ; Byon, Kevin K. ; Song, Hyunseok</creatorcontrib><description>This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are heterogeneous, only a few esports studies have been conducted. Thus, this study focused on prior esports gameplay experience to explain consumers’ behavior better and examine antecedents, esports gameplay intention, and live esports streaming content across two groups (i.e., high and low frequencies of esports gameplay). Data were collected via an online survey in Amazon Mechanical Turk (M-Turk) from esports consumers who engaged in esports gameplay and live-streaming. One-third of the median cases were excluded to create two groups designated by weekly esports gameplay hours. The results revealed different patterns in the two groups. Specifically, esports gameplay had no effect on engagement in live esports streaming content for consumers who played esport games frequently. However, gameplay intention predicted live esports streaming content engagement successfully in the group who played infrequently. These findings contributed to (1) esports research by demonstrating consumers’ heterogeneity, and the (2) extension of technology acceptance and use research in esports engagement by identifying the role of prior gameplay experience.</description><identifier>ISSN: 2071-1050</identifier><identifier>EISSN: 2071-1050</identifier><identifier>DOI: 10.3390/su13148019</identifier><language>eng</language><publisher>Basel: MDPI AG</publisher><subject>Consumers ; Consumption ; Fraud ; Games ; Heterogeneity ; Social networks ; Sports management ; Streaming media ; Sustainability ; Technology Acceptance Model</subject><ispartof>Sustainability, 2021-07, Vol.13 (14), p.8019</ispartof><rights>2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c295t-3302f7e960b62250eb678a04fb9b4b7a4d8ede621225810a230da1ee3600d583</citedby><cites>FETCH-LOGICAL-c295t-3302f7e960b62250eb678a04fb9b4b7a4d8ede621225810a230da1ee3600d583</cites><orcidid>0000-0003-3131-7521 ; 0000-0003-1840-3492</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids></links><search><creatorcontrib>Jang, Wooyoung (William)</creatorcontrib><creatorcontrib>Byon, Kevin K.</creatorcontrib><creatorcontrib>Song, Hyunseok</creatorcontrib><title>Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content</title><title>Sustainability</title><description>This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are heterogeneous, only a few esports studies have been conducted. Thus, this study focused on prior esports gameplay experience to explain consumers’ behavior better and examine antecedents, esports gameplay intention, and live esports streaming content across two groups (i.e., high and low frequencies of esports gameplay). Data were collected via an online survey in Amazon Mechanical Turk (M-Turk) from esports consumers who engaged in esports gameplay and live-streaming. One-third of the median cases were excluded to create two groups designated by weekly esports gameplay hours. The results revealed different patterns in the two groups. Specifically, esports gameplay had no effect on engagement in live esports streaming content for consumers who played esport games frequently. However, gameplay intention predicted live esports streaming content engagement successfully in the group who played infrequently. These findings contributed to (1) esports research by demonstrating consumers’ heterogeneity, and the (2) extension of technology acceptance and use research in esports engagement by identifying the role of prior gameplay experience.</description><subject>Consumers</subject><subject>Consumption</subject><subject>Fraud</subject><subject>Games</subject><subject>Heterogeneity</subject><subject>Social networks</subject><subject>Sports management</subject><subject>Streaming media</subject><subject>Sustainability</subject><subject>Technology Acceptance Model</subject><issn>2071-1050</issn><issn>2071-1050</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><recordid>eNpNkE9LAzEQxYMoWGovfoKAN2F1kmz2z1HKWgsLiva-ZHdnbUqbrEmq9uJnd2vFOpcZeL95Dx4hlwxuhMjh1m-ZYHEGLD8hIw4pixhIOP13n5OJ9ysYRgiWs2REvoquwyZQ29Enp62jM7XBfq12tPjs0Wk0DVJraFgifca1Ctoav9S9pzWGD0RDC99bF_zxcW4Cmj1HlWlpqd_xj3kJDtVGm1c6tT_UBTnr1Nrj5HePyeK-WEwfovJxNp_elVHDcxkiIYB3KeYJ1AnnErBO0kxB3NV5HdepitsMW0w4G8SMgeICWsUQRQLQykyMydXBtnf2bYs-VCu7dWZIrLiUcZpKFsNAXR-oxlnvHXZV7_RGuV3FoNo3XB0bFt9wWW6W</recordid><startdate>20210718</startdate><enddate>20210718</enddate><creator>Jang, Wooyoung (William)</creator><creator>Byon, Kevin K.</creator><creator>Song, Hyunseok</creator><general>MDPI AG</general><scope>AAYXX</scope><scope>CITATION</scope><scope>4U-</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><orcidid>https://orcid.org/0000-0003-3131-7521</orcidid><orcidid>https://orcid.org/0000-0003-1840-3492</orcidid></search><sort><creationdate>20210718</creationdate><title>Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content</title><author>Jang, Wooyoung (William) ; Byon, Kevin K. ; Song, Hyunseok</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c295t-3302f7e960b62250eb678a04fb9b4b7a4d8ede621225810a230da1ee3600d583</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Consumers</topic><topic>Consumption</topic><topic>Fraud</topic><topic>Games</topic><topic>Heterogeneity</topic><topic>Social networks</topic><topic>Sports management</topic><topic>Streaming media</topic><topic>Sustainability</topic><topic>Technology Acceptance Model</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Jang, Wooyoung (William)</creatorcontrib><creatorcontrib>Byon, Kevin K.</creatorcontrib><creatorcontrib>Song, Hyunseok</creatorcontrib><collection>CrossRef</collection><collection>University Readers</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><jtitle>Sustainability</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Jang, Wooyoung (William)</au><au>Byon, Kevin K.</au><au>Song, Hyunseok</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content</atitle><jtitle>Sustainability</jtitle><date>2021-07-18</date><risdate>2021</risdate><volume>13</volume><issue>14</issue><spage>8019</spage><pages>8019-</pages><issn>2071-1050</issn><eissn>2071-1050</eissn><abstract>This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are heterogeneous, only a few esports studies have been conducted. Thus, this study focused on prior esports gameplay experience to explain consumers’ behavior better and examine antecedents, esports gameplay intention, and live esports streaming content across two groups (i.e., high and low frequencies of esports gameplay). Data were collected via an online survey in Amazon Mechanical Turk (M-Turk) from esports consumers who engaged in esports gameplay and live-streaming. One-third of the median cases were excluded to create two groups designated by weekly esports gameplay hours. The results revealed different patterns in the two groups. Specifically, esports gameplay had no effect on engagement in live esports streaming content for consumers who played esport games frequently. However, gameplay intention predicted live esports streaming content engagement successfully in the group who played infrequently. These findings contributed to (1) esports research by demonstrating consumers’ heterogeneity, and the (2) extension of technology acceptance and use research in esports engagement by identifying the role of prior gameplay experience.</abstract><cop>Basel</cop><pub>MDPI AG</pub><doi>10.3390/su13148019</doi><orcidid>https://orcid.org/0000-0003-3131-7521</orcidid><orcidid>https://orcid.org/0000-0003-1840-3492</orcidid><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 2071-1050 |
ispartof | Sustainability, 2021-07, Vol.13 (14), p.8019 |
issn | 2071-1050 2071-1050 |
language | eng |
recordid | cdi_proquest_journals_2554775140 |
source | MDPI - Multidisciplinary Digital Publishing Institute; EZB-FREE-00999 freely available EZB journals |
subjects | Consumers Consumption Fraud Games Heterogeneity Social networks Sports management Streaming media Sustainability Technology Acceptance Model |
title | Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-05T21%3A01%3A58IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Effect%20of%20Prior%20Gameplay%20Experience%20on%20the%20Relationships%20between%20Esports%20Gameplay%20Intention%20and%20Live%20Esports%20Streaming%20Content&rft.jtitle=Sustainability&rft.au=Jang,%20Wooyoung%20(William)&rft.date=2021-07-18&rft.volume=13&rft.issue=14&rft.spage=8019&rft.pages=8019-&rft.issn=2071-1050&rft.eissn=2071-1050&rft_id=info:doi/10.3390/su13148019&rft_dat=%3Cproquest_cross%3E2554775140%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2554775140&rft_id=info:pmid/&rfr_iscdi=true |