Passionate About Esports: Esports Players’ Motivation to Participate in and Watch Esports Events

Author:

Rhee Yong Chae1ORCID,Kim Kyungun2ORCID

Affiliation:

1. Virginia Commonwealth University, Richmond, VA, USA

2. University of Central Missouri, Warrensburg, MO, USA

Abstract

Alderfer’s ERG (i.e., existence, relatedness, and growth) theory of motivation (1969) was adopted in this study to analyze individuals’ motivations for engaging in esports. This study investigated the relatively new field of esports viewership and participation by concentrating on the motivating factors behind esports consumption to establish whether esports viewership and participation are distinct markets that stand alone or are comparable to or complement each other for consumption. The study was conducted using qualitative methods consisting of semistructured focus-group interviews. The transcript was coded using open, axial, and selective coding to develop themes fitting within the ERG theory. The current study found similarities and unique findings in esports participation and consumption motivation factors under the ERG groups. Practical applications are proposed for employing the results of the study to further marketing and development efforts in this field.

Publisher

Human Kinetics

Subject

Tourism, Leisure and Hospitality Management,Communication,Business and International Management

Reference50 articles.

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4. The uses of mass communications: Current perspectives on gratifications research. Annual Reviews of Communication Research Volume III;Blumler, J.G.,1974

5. Gaming design thinking: Wicked problems, sufficient solutions, and the possibility space of games;Cooke, L.,2020

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