과제정보
This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF-2019S1A3A2098438).
참고문헌
- Aiken, K. D., Bee, C., and Walker, N. (2018). From passion to obsession: Development and validation of a scale to measure compulsive sport consumption. Journal of Business Research, 87, 69-79. https://doi.org/10.1016/j.jbusres.2018.02.019
- Ajzen, I., and Fishbein, M. (1975). A Bayesian analysis of attribution processes. Psychological Bulletin, 82(2), 261. https://doi.org/10.1037/h0076477
- Al Emadi, N., Thirumuruganathan, S., Robillos, D. R., and Jansen, B. J. (2021). Will you buy it now?: Predicting passengers that purchase premium promotions using the PAX model. Journal of Smart Tourism, 1(1), 53-64. https://doi.org/10.52255/smarttourism.2021.1.1.7
- Allen, J. J., Anderson, C. A., and Bushman, B. J. (2018). The general aggression model. Current Opinion in Psychology, 19, 75-80. https://doi.org/10.1016/j.copsyc.2017.03.034
- Allen, L. R., Hafer, H. R., Long, P. T., and Perdue, R. R. (1993). Rural residents' attitudes toward recreation and tourism development. Journal of Travel Research, 31(4), 27-33. https://doi.org/10.1177/004728759303100405
- Anderson, C. A., and Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53(1), 27-51. https://doi.org/10.1146/annurev.psych.53.100901.135231
- Asada, A., and Ko, Y. J. (2019). Conceptualizing relative size and entitativity of sports fan community and their roles in sport socialization. Journal of Sport Management, 33(6), 530-545. https://doi.org/10.1123/jsm.2018-0362
- Bagozzi, R. P., and Heatherton, T. F. (1994). A general approach to representing multifaceted personality constructs: Application to state self-esteem. Structural Equation Modeling: A Multidisciplinary Journal, 1(1), 35-67. https://doi.org/10.1080/10705519409539961
- Beranuy, M., Carbonell, X., and Griffiths, M. D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, 11(2), 149-161. https://doi.org/10.1007/s11469-012-9405-2
- Bjelac, Z., and Radovanovic, M. (2003). Sports events as a form of tourist product, relating to the volume and character of demand. Journal of Sport Tourism, 8(4), 260-269. https://doi.org/10.1080/1477508032000161555
- Bouchet, P., Bodet, G., Bernache-Assollant, I., and Kada, F. (2011). Segmenting sport spectators: Construction and preliminary validation of the Sporting Event Experience Search (SEES) scale. Sport Management Review, 14(1), 42-53. https://doi.org/10.1016/j.smr.2010. 02.001
- Brandes, L., Franck, E., and Nuesch, S. (2008). Local heroes and superstars: An empirical analysis of star attraction in German soccer. Journal of Sports Economics, 9(3), 266-286. https://doi.org/10.1177/1527002507302026
- Braunstein, J. R., Zhang, J. J., Trail, G. T., and Gibson, H. J. (2005). Dimensions of market demand associated with Major League Baseball Spring Training: Development of a scale. Sport Management Review, 8(3), 271-296. https://doi.org/10.1016/S1441-3523(05)70042-5
- Buchanan-Oliver, M., and Seo, Y. (2012). Play as co-created narrative in computer game consumption: The hero's journey in Warcraft III. Journal of Consumer Behaviour, 11(6), 423-431. https://doi.org/10.1002/cb.392
- Burkart, A. J., and Medlik, S. (1981). Tourism: past, present and future. Tourism: Past, Present and Future (2nd ed.). London : Heinemann.
- Buss, A. H. (1961). Stimulus generalization and aggressive verbal stimuli. Journal of Experimental Psychology, 61(6), 469. https://doi.org/10.1037/h0040315
- Byon, K. K., and Zhang, J. J. (2010). Development of a scale measuring destination image. Marketing Intelligence & Planning, 28(4), 508-532. https://doi.org/10.1108/02634501011053595
- Chen, C. Y., Lin, Y. H., and Chiu, H. T. (2013). Development and psychometric evaluation of sport stadium atmosphere scale in spectator sport events. European Sport Management Quarterly, 13(2), 200-215. https://doi.org/10.1080/16184742.2012.759602
- Chin, W. W., Peterson, R. A., and Brown, S. P. (2008). Structural equation modeling in marketing: Some practical reminders. Journal of Marketing Theory and Practice, 16(4), 287-298. https://doi.org/https://doi.org/10.2753/MTP1069-6679160402
- Choi, C. (2019). Understanding media consumption of electronic sports through spectator motivation, using three different segmentation approaches: The levels of addiction, passion, and fan identification. Sport Mont, 17(1), 3-8. https://doi.org/10.26773/smj.190201
- Churchill Jr, G. A. (1979). A paradigm for developing better measures of marketing constructs. Journal of Marketing Research, 16(1), 64-73. https://doi.org/10.1177/002224377901600110
- Dai, Y. (2019). A brief history of esports. Shanghai: Shanghai Renmin Press.
- Dal Yong, J. (2020). Historiography of Korean Esports: perspectives on spectatorship. International Journal of Communication, 14, 3727-3745.
- Dale, B., van Iwaarden, J., van der Wiele, T., and Williams, R. (2005). Service improvement in a sports environment: A study of spectator attendance. Managing Service Quality: An International Journal, 15(5), 470-484. https://doi.org/10.1108/09604520510617310
- Dann, G. M. (1977). Anomie, ego-enhancement and tourism. Annals of Tourism Research, 4(4), 184-194. https://doi.org/10.1016/0160-7383(77)90037-8
- Dann, G. M. (1981). Tourist motivation an appraisal. Annals of Tourism Research, 8(2), 187-219. https://doi.org/10.1016/0160-7383(81)90082-7
- Dann, G. M. (1996). Tourists' images of a destination-an alternative analysis. Journal of Travel & Tourism Marketing, 5(1-2), 41-55. https://doi.org/10.1300/J073V05N01_04
- Darden, W. R., and Babin, B. J. (1994). Exploring the concept of affective quality: Expanding the concept of retail personality. Journal of Business Research, 29(2), 101-109. https://doi.org/10.1016/0148-2963(94)90014-0
- Dawes, J. (2008). Do data characteristics change according to the number of scale points used? An experiment using 5-point, 7-point and 10-point scales. International Journal of Market Research, 50(1), 61-104. https://doi.org/10.1177/147078530805000106
- DeWall, C. N., Masten, C. L., Powell, C., Combs, D., Schurtz, D. R., and Eisenberger, N. I. (2012). Do neural responses to rejection depend on attachment style? An fMRI study. Social Cognitive and Affective Neuroscience, 7(2), 184-192. https://doi.org/10.1093/scan/nsq107
- Dietz-Uhler, B. E. T. H., and Lanter, J. R. (2008). The consequences of sports fan identification. Sports Mania: Essays on Fandom and the Media in the 21st Century, 103-113.
- DILEK, S. E. (2019). International Journal of Contemporary Tourism Research. Tourism Research, 3(1), 12-22.
- Dimmock, J. A., Grove, J. R., and Eklund, R. C. (2005). Reconceptualizing Team Identification: New Dimensions and Their Relationship to Intergroup Bias. Group Dynamics: Theory, Research, and Practice, 9(2), 75. https://doi.org/:10.1037/1089-2699.9.2.75
- Dwyer, B., and Kim, Y. (2011). For love or money: Developing and validating a motivational scale for fantasy football participation. Journal of Sport Management, 25(1), 70-83. https://doi.org/10.1123/jsm.25.1.70
- Formica, S., and Uysal, M. (2006). Destination attractiveness based on supply and demand evaluations: An analytical framework. Journal of Travel Research, 44(4), 418-430. https://doi.org/10.1177/0047287506286714
- Fornell, C., and Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. Journal of Marketing Research, 18(3), 382-388. https://doi.org/10.2307/3150980
- Funk, D. C., Filo, K., Beaton, A. A., and Pritchard, M. (2009). Measuring the motives of sport event attendance: Bridging the academic-practitioner divide to understanding behavior. Sport Marketing Quarterly, 18(3), 126-138.
- Funk, D. C., Pizzo, A. D., and Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13. https://doi.org/10.1016/j.smr.2017.07.008
- Gibson, E. (1998). Linguistic complexity: Locality of syntactic dependencies. Cognition, 68(1), 1-76. https://doi.org/10.1016/S0010-0277(98)00034-1
- Gladden, J. M., and Funk, D. C. (2002). Developing an understanding of brand associations in team sport: Empirical evidence from consumers of professional sport. Journal of Sport Management, 16(1), 54-81. https://doi.org/10.1123/jsm.16.1.54
- Graham, B. A. (2017). eSports to be a medal event at 2022 Asian Games. Retrieved from https://www.theguardian.com/sport/2017/apr/18/esports-to-be-medal-sport-at-2022-asian-games
- Grohs, R., Wieser, V. E., and Pristach, M. (2020). Value cocreation at sport events. European Sport Management Quarterly, 20(1), 69-87. https://doi.org/10.1080/16184742.2019.1702708
- Guttmann, A. (1978). From ritual to record: The nature of modern sports. NY: Columbia University Press.
- Guttmann, A. (1985). English sports spectators: The restoration to the early nineteenth century. Journal of Sport History, 12(2), 103-125.
- Hall, J., O'Mahony, B., and Vieceli, J. (2010). An empirical model of attendance factors at major sporting events. International Journal of Hospitality Management, 29(2), 328-334. https://doi.org/10.1016/j.ijhm.2009.10.011
- Hamari, J., and Sjoblom, M. (2017). What is eSports and why do people watch it?. Internet Research, 27(2), 211-232. https://doi.org/10.1108/IntR-04-2016-0085
- Harman, H. H. (1967). Modern factor analysis (2nd ed.). Chicago: University of Chicago Press.
- Hasse, J. (2002). Zum Verhaltnis von Stadt und Atmosphare. Wo sind die Raume der Urbanitat. Subjektivitat in der Stadtforschung, 19-40.
- Hastall, M. R. (2017). Escapism. The International Encyclopedia of Media Effects, 1-8.
- Hausman, J. A., and Leonard, G. K. (1997). Superstars in the National Basketball Association: Economic value and policy. Journal of Labor Economics, 15(4), 586-624. https://doi.org/10.1086/209839
- Hedlund, D. P. (2014). Creating value through membership and participation in sport fan consumption communities. European Sport Management Quarterly, 14(1), 50-71. https://doi.org/10.1080/16184742.2013.865775
- Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195-207. https://doi.org/10.1080/00948705.2005.9714682
- Henseler, J., Ringle, C. M., and Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115-135. https://doi.org/10.1007/s11747-014-0403-8
- Hinch, T. D., and Higham, J. E. S. (2011). Sport tourism development (2nd ed.). Bristol: Channel View Publications.
- Hofstede, G. (2011). Dimensionalizing cultures: The Hofstede model in context. Online Readings in Psychology and Culture, 2(1). https://doi.org/10.9707/2307-0919.1014
- Hollist, K. E. (2015). Time to be grown-ups about video gaming: the rising eSports industry and the need for regulation. Arizona Law Review, 57, 823.
- Hornsey, M. J. (2008). Social identity theory and self-categorization theory: A historical review. Social and Personality Psychology Compass, 2(1), 204-222. https://doi.org/10.1111/j.1751-9004.2007.00066.x
- Jacobson, B. P. (2003). Rooting for laundry: An examination of the creation and maintenance of a sport fan identity. University of Connecticut, US.
- Jamrozy, U., and Uysal, M. (1994). Travel motivation variations of overseas German visitors. Global Tourist Behavior, 6(3-4), 135-160.
- Jang, W. W., Kim, K. A., and Byon, K. K. (2020). Social atmospherics, affective response, and behavioral intention associated with esports events. Frontiers in Psychology, 11, 1671.
- Jenkins, J. (1992). The meaning of expressed emotion: Theoretical issues raised by cross-cultural research. American Journal of Psychiatry, 149(1), 9-21. https://doi.org/10.3389/fpsyg.2020.01671
- Jenny, S. E., Manning, R. D., Keiper, M. C., and Olrich, T. W. (2017). Virtual(ly) athletes: Where eSports fit within the definition of ''Sport''. Quest, 69(1), 1-18. https://doi.org/10.1080/00336297.2016.1144517
- Jiang, K., Luk, S. T. K., and Cardinali, S. (2018). The role of pre-consumption experience in perceived value of retailer brands: Consumers' experience from emerging markets. Journal of Business Research, 86, 374-385. https://doi.org/10.1016/j.jbusres.2017.09.026
- Jin, D. Y. (2010). Korea's online gaming empire. The MIT Press.
- Jing, X., Tan, F., and Zhang, M. (2021). Digital application of intangible cultural heritage from the perspective of cultural ecology. Journal of Smart Tourism, 1(1), 41-52. https://doi.org/10.52255/smarttourism.2021.1.1.6
- Katz, M., and Heere, B. (2015). Empowerment within brand communities: Overcoming the Achilles' Heel of scale-free networks. Sport Management Review, 18(3), 370-383. https://doi.org/10.1016/j.smr.2014.10.001
- Keaton, S. A., and Gearhart, C. C. (2014). Identity formation, identity strength, and self-categorization as predictors of affective and psychological outcomes: A model reflecting sport team fans responses to highlights and lowlights of a college football season. Communication & Sport, 2(4), 363-385. https://doi.org/10.1177/2167479513498077
- Kim, S., and Lee, C. (2002). Push and pull relationships. Annals of Tourism Research, 29(1), 257-260. https://doi.org/10.1016/S0160-7383(01)00043-3
- Koo, C., Shin, S., Gretzel, U., Hunter, W. C., and Chung, N. (2016). Conceptualization of smart tourism destination competitiveness. Asia Pacific Journal of Information Systems, 26(4), 561-576. http://dx.doi.org/10.14329/apjis. 2016.26.4.561
- Kotler, P. (1973) Atmospherics as a marketing tool, Journal of Retailing 49(4), 48-64.
- Kou, Y., and Gui, X. (2020). Emotion regulation in eSports gaming: a qualitative study of league of legends. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW2), 1-25. https://doi.org/10.1145/3415229
- Lee, D., and Schoenstedt, L. J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal of Research, 6(2), 39-44.
- Lee, H. W., Gipson, C., and Barnhill, C. (2017). Experience of Spectator Flow and Perceived Stadium Atmosphere: Moderating Role of Team Identification. Sport Marketing Quarterly, 26(2).
- Lee, P., Koo, C., and Chung, N. (2022). Can a negative destination image be improved through hosting a mega sports event?: the case of smart tourism city Pyeong Chang. Journal of Sport & Tourism, 26(1), 85-100.
- Leon, M., Hinojosa-Ramos, M. V., Leon-Lopez, A., Belli, S., Lopez-Raventos, C., and Florez, H. (2022). eSports Events Trend: A Promising Opportunity for Tourism Offerings. Sustainability, 14(21), 13803. https://doi.org/10.3390/su142113803
- Lokhman, N., Karashchuk, O., and Kornilova, O. (2018). Analysis of eSports as a commercial activity. Problems and Perspectives in Management, 16(1), 207-213. http://dx.doi.org/10.21511/ppm.16(1).2018.20
- Macey, J., and Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353. https://doi.org/10.1016/j.chb.2017.11.027
- Madrigal, R. (2003). Investigating an evolving leisure experience: Antecedents and consequences of spectator affect during a live sporting event. Journal of Leisure Research, 35(1), 23-48. https://doi.org/10.18666/jlr-2003-v35-i1-609
- Mehrabian, A. and Russell, J.A. (1974) An Approach to Environmental Psychology. Cambridge, MA, London: MIT Press.
- Melnick, M. J., and Wann, D. L. (2011). An examination of sport fandom in Australia: Socialization, team identification, and fan behavior. International Review for the Sociology of Sport, 46(4), 456-470. https://doi.org/10.1177/1012690210380582
- Moreland, R. L. (1987). The formation of small groups. In C. Hendrick (Ed.), Group processes (pp. 80-110). Sage Publications, Inc.
- Neus, F., and Neus, F. (2020). Differences and similarities in motivation for offline and online eSports event consumption. Event Marketing in the Context of Higher Education Marketing and Digital Environments, 79-99. https://doi.org/10.1007/978-3-658-29262-1_6
- Nikas, I. A., and Poulaki, I. (2020). eSports Tourism: Sports Tourism in a Modern Tourism Environment. In Culture and Tourism in a Smart, Globalized, and Sustainable World: 7th International Conference of IACuDiT, Hydra, Greece (pp. 105-115). Cham: Springer International Publishing.
- Nishio, T., Larke, R., van Heerde, H., and Melnyk, V. (2016). Analysing the motivations of Japanese international sports-fan tourists. European Sport Management Quarterly, 16(4), 487-501. https://doi.org/10.1080/16184742.2016.1188838
- Nystrom, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., Hiltscher, J., Orme, S., Rumble, R., & Torhonen, M. (2022). Current issues of sustainability in esports. International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/94/html
- Oh, H., Fiore, A. M., and Jeoung, M. (2007). Measuring experience economy concepts: Tourism applications. Journal of Travel Research, 46(2), 119-132. https://doi.org/10.1177/0047287507304039
- Olympics. (2021). Asian Games 2022: Esports to make debut; FIFA, PUBG, Dota 2 among eight medal events. Retrieved from http://www.google.com/amp/s/olympics.com/en/news/fifa-pubg-dota-2-esports-medal-events-asian-games-2022
- Otowicz, M. H., Macedo, M., and Biz, A. A. (2022). Dimensions of smart tourism and its levels: An integrative literature review. Journal of Smart Tourism, 2(1), 5-19. https://doi.org/10.52255/smarttourism.2022.2.1.2
- Paek, B., Morse, A., Hutchinson, S., and Lim, C. H. (2021). Examining the relationship for sport motives, relationship quality, and sport consumption intention. Sport Management Review, 24(2), 322-344. https://doi.org/10.1016/j.smr.2020.04.003
- Pearce, P. L. (1982). Perceived changes in holiday destinations. Annals of Tourism Research, 9(2), 145-164. https://doi.org/10.1016/0160-7383(82)90044-5
- Pease, D. G., and Zhang, J. J. (2001). Socio-motivational factors affecting spectator attendance at professional basketball games. International Journal of Sport Management, 2, 31-59.
- Pizzo, A., Baker, B., Na, S., Lee, M., Kim, D., and Funk, D. (2018). eSport vs sport: A comparison of spectator motives. Sport Marketing Quarterly, 27, 108-123.
- Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903. https://doi.org/10.1037/0021-9010.88.5.879
- Pu, H., Xiao, S., and Kota, R. W. (2022). Virtual games meet physical playground: exploring and measuring motivations for live esports event attendance. Sport in Society, 25(10), 1886-1908.
- Qian, T. Y., Wang, J. J., and Zhang, J. J. (2020). Push and Pull Factors in E-Sports Livestreaming: A Partial Least Squares Structural Equation Modeling Approach. International Journal of Sport Communication, 13(4), 621-642. https://doi.org/10.1123/ijsc.2020-0001
- Roit. (2022). Retrieved from https://www.riotgames.com/en
- Rosell Llorens, M. (2017). ESport gaming: The rise of a new sports practice. Sport, Ethics and Philosophy, 11(4), 464-476. 10.1080/17511321.2017.1318947
- Schaeperkoetter, C. C., Mays, J., Hyland, S. T., Wilkerson, Z., Oja, B., Krueger, K., Christian, R., and Bass, J. R. (2017). The "new" student-athlete: An exploratory examination of scholarship eSports players. Journal of Intercollegiate Sport, 10(1), 1-21. https://doi.org/10.1123/jis.2016-0011
- Scholz, T. M. (2020). Deciphering the World of eSports. International Journal on Media Management, 22(1), 1-12. https://doi.org/10.1080/14241277.2020.1757808
- Seo, Y. (2013) Electronic sports: A new marketing landscape of the experience economy, Journal of Marketing Management, 29(13-14), 1542-1560. https://doi.org/10.1080/0267257X.2013.822906
- Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264-272. https://doi.org/10.1016/j.jbusres.2015.07.039
- Sjoblom, M., Macey, J., and Hamari, J. (2020). Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating. Internet Research, 30(3), 713-735. https://doi.org/10.1108/INTR-07-2018-0304
- Stone, M. (1974). Cross-validatory choice and assessment of statistical predictions. Journal of the Royal Statistical Society: Series B (Methodological), 36(2), 111-133. https://doi.org/10.1111/j.2517-6161.1974.tb00994.x
- Suits, B. (1988). Tricky triad: Games, play, and sport. Journal of the Philosophy of Sport, 15(1), 1-9. https://doi.org/10.1080/00948705.1988.9714457
- Tang, T., Cooper, R., and Kucek, J. (2021). Gendered Esports: Predicting why men and women play and watch esports games. Journal of Broadcasting & Electronic Media, 65(3), 336-356. https://doi.org/10.1080/08838151.2021.1958815
- Taylor, N. T. (2016). Now you're playing with audience power: The work of watching games. Critical Studies in Media Communication, 33(4), 293-307. https://doi.org/10.1080/15295036.2016.1215481
- Teodorescu, N., Stancioiu, A., Botos, A., Arsene, O., and Ditoiu, M. (2012). Means of assessing a sport tourism destination's competitive advantage sources. Journal of Physical Education and Sport, 12(4), 498-506. https://doi.org/10.7752/jpes.2012.04072
- Tombs, A., and McColl-Kennedy, J. R. (2003). Social-servicescape conceptual model. Marketing Theory 3(4), 447-475. https://doi.org/10.1177/1470593103040785
- Tosca, S. (2003). The quest problem in computer games. In Proceedings of TIDSE 2003. ACM Digital Library (BFI Level 2).
- Trail, G. T., and James, J. D. (2001). The motivation scale for sport consumption: Assessment of the scale's psychometric properties. Journal of Sport Behavior, 24(1), 108-127.
- Trail, G., and McCullough, B. P. (2018). Differential effects of internal and external constraints on sustainability intentions: A hierarchical regression analysis of running event participants by market segment. Journal of Management for Global Sustainability, 6(2), 1-30.
- Turner, J. C., Hogg, M. A., Oakes, P. J., Reicher, S. D., and Wetherell, M. S. (1987). Rediscovering the social group: A self-categorization theory. Basil Blackwell.
- Uhrich, S., and Benkenstein, M. (2012). Physical and social atmospheric effects in hedonic service consumption: customers' roles at sporting events. The Service Industries Journal, 32(11), 1741-1757. https://doi.org/10.1080/02642069.2011.556190
- Uhrich, S., and Koenigstorfer, J. (2009). Effects of atmosphere at major sports events: A perspective from environmental psychology. International Journal of Sports Marketing and Sponsorship, 10(4), 56-75. https://doi.org/10.1108/IJSMS-10-04-2009-B005
- Vargo, S. L., and Lusch, R. F. (2004). The four service marketing myths: remnants of a goods- based, manufacturing model. Journal of Service Research, 6(4), 324-335. https://doi.org/10.1177/1094670503262946
- Vargo, S. L., and Lusch, R. F. (2016). Institutions and axioms: An extension and update of servicedominant logic. Journal of the Academy of Marketing Science, 44(1), 5-23. https://doi.org/10.1007/s11747-015-0456-3
- Wagner, M. (2007). Competing in metagame space - eSports as the first professionalized computer metagame. In F. von Borries, S. Walz, U. Brinkmann, & M. Bottger (Eds.), Space Time Play - Games, Architecture, and Urbanism (pp. 182-185). Birkha user Basel.
- Wakefield, K. (2016). Using fan passion to predict attendance, media consumption, and social media behaviors. Journal of Sport Management, 30(3), 229 -247. https://doi.org/10.1123/jsm.2015-0039
- Wang, X., Zhang, J. J., Song, G., and Wan, X. (2020). Push and pull factors influencing the winter sport tourists in China: The case of leisure skiers. Sage Open, 10(2), 2158244020938739. https://doi.org/10.1177/215824402093873
- Wann, D. L. (1995). Preliminary validation of the sport fan motivation scale. Journal of Sport and Social issues, 19(4), 377-396. https://doi.org/10.1177/019372395019004004
- Wann, D. L., and Grieve, F. G. (2005). Biased evaluations of in-group and out-group spectator behavior at sporting events: The importance of team identification and threats to social identity. The Journal of Social Psychology, 145(5), 531-546. https://doi.org/10.3200/SOCP.145.5.531-546
- Wann, D. L., and Schrader, M. P. (1997). Team identification and the enjoyment of watching a sporting event. Perceptual and Motor Skills, 84(3), 954-954.
- Wann, D. L., Dolan, T. J., MeGeorge, K. K., and Allison, J. A. (1994). Relationships between spectator identification and spectators' perceptions of influence, spectators' emotions, and competition outcome. Journal of Sport and Exercise Psychology, 16(4), 347-364.
- Wann, D. L., Haynes, G., McLean, B., and Pullen, P. (2003). Sport team identification and willingness to consider anonymous acts of hostile aggression. Aggressive Behavior: Official Journal of the International Society for Research on Aggression, 29(5), 406-413.
- Wann, D. L., Melnick, M. J., Russell, G. W., and Pease, D. G. (2001). Sport fans: The psychology and social impact of spectators. New York, NY: Routledge.
- Weed, M., and Bull, C. (2004). Sports tourism: participants, policy and providers. Oxford: Elsevier.
- Wilhelm, J. L. (2020). Atmosphere in the home stadium of Hertha BSC (German Bundesliga): melodies of moods, collective bodies, and the relevance of space. Social & Cultural Geography, 21(5), 718-737. https://doi.org/10.1080/14649365.2018.1514646
- Xiao, M. (2020). Factors influencing eSports viewership: An approach based on the theory of reasoned action. Communication & Sport, 8(1), 92-122. https://doi.org/10.1177/216747951881948
- Yoon, Y., and Uysal, M. (2005). An examination of the effects of motivation and satisfaction on destination loyalty: a structural model. Tourism Management, 26(1), 45-56. https://doi.org/10.1016/j.tourman.2003.08.016
- Yoshida, M., Gordon, B. S., Nakazawa, M., and Yoshioka, N. (2021). An integrated model for stadium atmosphere and stadium attachment: An empirical test in two baseball stadium contexts. Sport Marketing Quarterly, 30(2).
- You, X., O'leary, J., Morrison, A., and Hong, G. S. (2000). A cross-cultural comparison of travel push and pull factors: United Kingdom vs. Japan. International Journal of Hospitality & Tourism Administration, 1(2), 1-26.
- Yu, H. (2018). Game on: The rise of the esports middle Kingdom. Media Industries Journal, 5(1), 88-105. http://dx.doi.org/10.3998/mij.15031809.0005.106
- Zhang, J. J., Lam, E. T. C., and Connaughton, D. P. (2003). General market demand variables associated with professional sport consumption. International Journal of Sports Marketing & Sponsorship, 5(1), 24-46. https://doi.org/10.1108/IJSMS-05-01-2003-B003
- Zhou, J., Yhee, Y., Kim, E., Kim, J. Y., and Koo, C. (2021). Sustainable tourism cities: Linking idol attachment to sense of place. Sustainability, 13(5), 2763. https://doi.org/10.3390/su13052763
- Zhu, Y., Yin, J., Yang, Z., and Cheng, Z. (2022). City network and industry evolution: Case of the esports industry in the Yangtze River Delta, China. Journal of Urban Planning and Development, 148(3), 04022028. https://doi.org/10.1061/(ASCE)UP.1943-5444.0000849