Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types
Abstract
:1. Introduction
2. Theoretical Background and Hypothesis Development
2.1. Growth of Esports Market
2.2. Esports Spectators’ Motives
2.3. Esports Live-Streaming Consumption
2.4. Game Genres and Live-Streaming Types
3. Method
3.1. Sampling
3.2. Measurement
3.3. Data Analysis
4. Results
4.1. Descriptive Analysis, Assumption Test
4.2. Measurement Model
4.3. Moderating Effects
5. Discussion
5.1. Practical Implications
5.2. Limitations and Future Study Suggestions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
References
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Live-Streaming Types | Description |
---|---|
Compete | Competitive matchmaking, esports tournament, and matches. |
Casual | No strict structure or aim, relatively explorative. Commentary and gameplay may focus and adapt to the discussion forming around the stream. |
Let’s play | The streamer plays a new esports game. The aim is commonly to simulate the experience the average consumer’s experience when starting to play the esports game. |
Talk show | Streamers are good game players and great entertainers. The popular streamers who play esports games indicate that engaging with stream chat is the most important to satisfy their viewers. The viewers are not just looking for gameplay but also entertainment with streamers’ talking and reaction. |
How to play | The streamer plays a game in an instructive/demonstrative manner to teach viewers the strategies and intricacies of the game they are playing. |
Reviews | The streamer gives a concise review of a game. Reviews provide an analytical and sometimes also critical approach to the game. |
Speed-run | Streamers who play popular esports games not only play well but also entertain their viewers. Thus, streamers make speed-run content such as the fastest death, first kill, solo win, etc. Sometimes, viewers bet donations for the success of those speed-run missions. |
Genres | Description | e.g. |
---|---|---|
Action | Games that offer intensity of action as the primary attraction. | Super Smash Bros: Ultimate |
Multiplayer online battle arena (MOBA) | Players use powerful units known as heroes and are assisted by allied heroes and AI-controlled fighters called creeps. As in role-playing games, players level up their hero and use gold to buy equipment during the mission. | League of Legends, Arena of Valor |
Battle royale | Battle royale games involve a large number of players, ranging from dozens to hundreds, who start with minimal equipment and then must eliminate all other opponents while avoiding being trapped outside of a shrinking safe area, with the winner being the last player or team alive. | Apex Legends, PUBG |
Collectible card game (CCG) | A kind of strategy card game. | Hearthstone, Shadowverse |
Sport simulation | Games based on athletic teams and events. | FIFA |
Variable | Frequency | % |
---|---|---|
Sex | ||
Male | 225 | 72.1 |
Female | 87 | 27.9 |
Age group | ||
21–30 years | 241 | 77.2 |
31–40 years | 41 | 13.1 |
41–49 years | 18 | 5.8 |
50 years and older | 12 | 3.8 |
Education | ||
Senior high school | 31 | 9.9 |
College/university | 197 | 63.2 |
Graduate and above | 84 | 26.9 |
Game genres | ||
Action | 49 | 15.7 |
MOBA | 119 | 38.1 |
Battle royale | 40 | 12.8 |
CCG | 31 | 9.9 |
Sport | 25 | 8.1 |
Other | 48 | 15.4 |
Live-streaming types | ||
Compete | 149 | 47.8 |
Casual | 86 | 27.5 |
Let’s play | 32 | 10.2 |
Talk show | 23 | 7.4 |
Other | 22 | 7.1 |
Items | M | SD | Kurt. | Skew | SFL |
---|---|---|---|---|---|
Vicarious achievement (CR = 0.93; AVE = 0.81; α = 0.93) | 5.07 | 1.33 | 0.32 | −0.63 | |
I feel a personal sense of achievement when the team does well. | 5.01 | 1.39 | −0.50 | −0.04 | 0.92 |
I feel proud when the team plays well. | 5.09 | 1.42 | −0.52 | −0.08 | 0.93 |
I feel like I have won when the team wins. | 5.09 | 1.44 | −0.56 | 0.08 | 0.85 |
Aesthetics (CR = 0.94; AVE = 0.84; α = 0.94) | 5.26 | 1.30 | 0.52 | −0.74 | |
I enjoy the gracefulness associated with the esports game. | 5.30 | 1.38 | −0.72 | 0.30 | 0.86 |
I appreciate the beauty inherent in the esports game. | 5.25 | 1.38 | −0.61 | 0.06 | 0.96 |
I like the beauty and grace of the esports game. | 5.22 | 1.36 | −0.63 | 0.17 | 0.93 |
Drama (CR = 0.88; AVE = 0.70; α = 0.88) | 5.48 | 1.28 | 0.78 | −0.92 | |
I enjoy the drama of close esports games. | 5.46 | 1.39 | −0.79 | 0.32 | 0.78 |
I enjoy the uncertainty of close esports games. | 5.51 | 1.45 | −0.92 | 0.52 | 0.87 |
I enjoy it when the outcome of the game is not decided until the very end. | 5.47 | 1.44 | −0.91 | 0.41 | 0.86 |
Escape (CR = 0.92; AVE = 0.79; α = 0.89) | 4.37 | 1.57 | −0.52 | −0.25 | |
The esports game provides an escape from my day-to-day routine. | 4.33 | 1.66 | −0.27 | −0.51 | 0.84 |
The esports game provides a distraction from my everyday activities. | 4.43 | 1.76 | −0.36 | −0.65 | 0.90 |
It provides me with an opportunity to escape the reality of my daily life for a while. | 4.34 | 1.78 | −0.22 | −0.80 | 0.93 |
Acquisition of knowledge (CR = 0.92; AVE = 0.80; α = 0.92) | 5.40 | 1.29 | 1.15 | −0.97 | |
I can increase my knowledge about the esports game. | 5.38 | 1.38 | −0.88 | 0.90 | 0.84 |
I can increase my understanding of the strategy by watching the esports game. | 5.38 | 1.37 | −0.99 | 1.17 | 0.94 |
I can learn about the technical aspects by watching the esports game. | 5.42 | 1.38 | −0.91 | 0.74 | 0.90 |
Physical skill of the athletes (CR = 0.96; AVE = 0.89; α = 0.96) | 5.71 | 1.32 | 1.71 | −1.28 | |
The superior skills are something I appreciate while watching the esports game. | 5.69 | 1.36 | −1.16 | 1.24 | 0.93 |
I enjoy watching a skillful performance in the esports game. | 5.72 | 1.36 | −1.19 | 1.33 | 0.96 |
I enjoy watching a well-executed performance. | 5.71 | 1.37 | −1.17 | 1.20 | 0.94 |
Social interaction (CR = 0.91; AVE = 0.78; α = 0.91) | 4.72 | 1.42 | −0.18 | −0.41 | |
I enjoy interacting with other people when I watch an esports game. | 4.90 | 1.52 | −0.48 | −0.19 | 0.85 |
I enjoy socializing with other people when I watch a game. | 4.58 | 1.55 | −0.35 | −0.26 | 0.89 |
I like having the opportunity to interact with other people. | 4.65 | 1.54 | −0.31 | −0.30 | 0.91 |
Physical attractiveness (CR = 0.87; AVE = 0.70; α = 0.78) | 4.58 | 1.38 | −0.23 | −0.33 | |
I enjoy watching players who are physically attractive. | 5.12 | 1.60 | −0.57 | −0.55 | 0.60 |
An individual player’s “sex appeal” is a big reason why I watch esports. | 4.90 | 1.62 | −0.42 | −0.63 | 0.93 |
The main reason I watch esports is because I find the players physically attractive. | 3.73 | 1.73 | 0.16 | −0.80 | 0.93 |
Enjoyment of aggression (CR = 0.84; AVE = 0.63; α = 0.83) | 4.50 | 1.37 | 0.04 | −0.29 | |
I enjoy the fighting and rough play during the esports game. | 4.17 | 1.64 | −0.23 | −0.46 | 0.86 |
I enjoy the aggressive behavior of the esports players. | 5.02 | 1.65 | −0.6 | 0.20 | 0.68 |
I enjoy the hostility and intimidation that are part of the esports game | 4.30 | 1.64 | −0.21 | −0.48 | 0.83 |
Novelty (CR = 0.93; AVE = 0.82; α = 0.93) | 4.81 | 1.41 | 0.04 | −0.54 | |
I like having the opportunity to watch a new esports team. | 4.62 | 1.55 | −0.44 | −0.41 | 0.89 |
The opportunity to attend games with a new team is fun. | 4.81 | 1.51 | −0.54 | −0.07 | 0.93 |
I enjoy the novelty of a new esports team. | 5.09 | 1.45 | −0.60 | 0.05 | 0.89 |
Donate | 247.75 | 271.81 | 1.70 | 1.72 | NA |
Subscription | 5.71 | 4.72 | 0.27 | −1.60 | NA |
Time spent | 1.26 | 1.33 | 3.51 | 18.05 | NA |
Construct | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1. VAM | 1 | |||||||||
2. AM | 0.66 a (0.54, 0.75) b | 1 | ||||||||
3. DM | 0.64 (0.53, 0.74) | 0.74 (0.64, 0.82) | 1 | |||||||
4. EM | 0.51 (0.39, 0.61) | 0.46 (0.34, 0.56) | 0.53 (0.42, 0.64) | 1 | ||||||
5. AKM | 0.65 (0.52, 0.75) | 0.73 (0.64, 0.81) | 0.82 (0.75, 0.88) | 0.56 (0.45, 0.66) | 1 | |||||
6. PSAM | 0.64 (0.53, 0.73) | 0.70 (0.60, 0.78) | 0.80 (0.72, 0.87) | 0.46 (0.36, 0.57) | 0.80 (0.81, 0.91) | 1 | ||||
7. SIM | 0.49 (0.36, 0.60) | 0.57 (0.47, 0.66) | 0.55 (0.44, 0.66) | 0.49 (0.36, 0.60) | 0.62 (0.52, 0.72) | 0.54 (0.43, 0.65) | 1 | |||
8. PAM | 0.50 (0.37, 0.60) | 0.55 (0.43, 0.65) | 0.61 (0.49, 0.70) | 0.54 (0.43, 0.64) | 0.61 (0.51, 0.70) | 0.67 (0.58, 0.75) | 0.55 (0.43, 0.65) | 1 | ||
9. EAM | 0.59 (0.44, 0.70) | 0.59 (0.46, 0.70) | 0.61 (0.56, 0.79) | 0.54 (0.46, 0.70) | 0.61 (0.55, 0.78) | 0.67 (0.50, 0.80) | 0.55 (0.55, 0.75) | 0.61 (0.43, 0.74) | 1 | |
10. NM | 0.68 (0.58, 0.78) | 0.59 (0.48, 0.70) | 0.65 (0.54, 0.75) | 0.47 (0.35, 0.59) | 0.74 (0.65, 0.81) | 0.65 (0.54, 0.74) | 0.60 (0.50, 0.71) | 0.52 (0.39, 0.62) | 0.52 (0.65, 0.83) | 1 |
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Ma, S.-C.; Byon, K.K.; Jang, W.; Ma, S.-M.; Huang, T.-N. Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types. Sustainability 2021, 13, 4164. https://doi.org/10.3390/su13084164
Ma S-C, Byon KK, Jang W, Ma S-M, Huang T-N. Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types. Sustainability. 2021; 13(8):4164. https://doi.org/10.3390/su13084164
Chicago/Turabian StyleMa, Shang-Chun, Kevin K. Byon, Wooyoung (William) Jang, Shang-Min Ma, and Tsung-Nan Huang. 2021. "Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types" Sustainability 13, no. 8: 4164. https://doi.org/10.3390/su13084164
APA StyleMa, S. -C., Byon, K. K., Jang, W., Ma, S. -M., & Huang, T. -N. (2021). Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types. Sustainability, 13(8), 4164. https://doi.org/10.3390/su13084164