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How to Measure the Intention of Watching Offline eSports Games: From the eSports Fan-centric Perspective

  • Jialing Zhang (Smart Tourism Education Platform, Kyung Hee University Seoul) ;
  • Myung Ja Kim (School of Hotel and Tourism Management, Kyung Hee University Seoul) ;
  • Chulmo Koo (Smart Tourism Education Platform, Kyung Hee University Seoul)
  • 투고 : 2022.09.01
  • 심사 : 2023.02.03
  • 발행 : 2023.03.31

초록

As an emerging competition, eSports is currently receiving a growing amount of attention, but relatively little research has been conducted on the likelihood of offline watching. Using the push-pull theory, we propose and test a research model of fans' perception-centered offline game-watching of eSports matches. Half of the 399 eSports fans we surveyed were from Korea (n = 200) and the other half were from China (n = 199). The results indicate that the entertainment atmosphere has the greatest impact on the intention to watch a match offline, followed by the intention to consume beforehand. There is no direct relationship between offline escapism and offline match-watching. In addition, the diverse personalities of fans affected the entertainment atmosphere and the intention to consume beforehand. This research has theoretical and practical implications for the growth of the eSports offline viewing and eSports tourism industries.

키워드

과제정보

This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF-2019S1A3A2098438).

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