Tampere University of Technology

TUTCRIS Research Portal

What is eSports and why do people watch it?

Research output: Contribution to journalArticleScientificpeer-review

Standard

What is eSports and why do people watch it? / Hamari, Juho; Sjöblom, Max.

In: INTERNET RESEARCH, Vol. 27, No. 2, 2017, p. 211-232.

Research output: Contribution to journalArticleScientificpeer-review

Harvard

Hamari, J & Sjöblom, M 2017, 'What is eSports and why do people watch it?', INTERNET RESEARCH, vol. 27, no. 2, pp. 211-232. https://doi.org/10.1108/IntR-04-2016-0085

APA

Vancouver

Author

Hamari, Juho ; Sjöblom, Max. / What is eSports and why do people watch it?. In: INTERNET RESEARCH. 2017 ; Vol. 27, No. 2. pp. 211-232.

Bibtex - Download

@article{2059fed341014c29ba55fac1ea45d583,
title = "What is eSports and why do people watch it?",
abstract = "Purpose: The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach: The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model. Findings: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency. Originality/value: During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.",
keywords = "eSports, Games, Media consumption, Online video, Streaming, Uses and gratifications",
author = "Juho Hamari and Max Sj{\"o}blom",
year = "2017",
doi = "10.1108/IntR-04-2016-0085",
language = "English",
volume = "27",
pages = "211--232",
journal = "INTERNET RESEARCH",
issn = "1066-2243",
publisher = "Emerald",
number = "2",

}

RIS (suitable for import to EndNote) - Download

TY - JOUR

T1 - What is eSports and why do people watch it?

AU - Hamari, Juho

AU - Sjöblom, Max

PY - 2017

Y1 - 2017

N2 - Purpose: The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach: The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model. Findings: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency. Originality/value: During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.

AB - Purpose: The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach: The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model. Findings: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency. Originality/value: During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.

KW - eSports

KW - Games

KW - Media consumption

KW - Online video

KW - Streaming

KW - Uses and gratifications

U2 - 10.1108/IntR-04-2016-0085

DO - 10.1108/IntR-04-2016-0085

M3 - Article

VL - 27

SP - 211

EP - 232

JO - INTERNET RESEARCH

JF - INTERNET RESEARCH

SN - 1066-2243

IS - 2

ER -