Abstract

Background: Esports is seen as an emerging industry that has enjoyed a surge in popularity worldwide. As a result, researchers have undertaken studies to try to understand the motivations and factors that impact Esports gameplay. Given the extensive utilization of TPB in many research projects to conceptualize and predict various behaviors, the current study aimed to further extend this theory to the Esports context by developing and validating an instrument that can illustrate the factors that impact the intention to participate in Esports, thus predicting Esports game playing behaviors. Methods: A total of 25 participants were involved in the development of the questionnaire using the qualitative approach, while 915 university students and 1164 secondary school students were involved in the survey for the questionnaire validation using the exploratory factor analysis and the confirmatory factor analysis. Results: All measurement models of the TPB subscales are considered as good fit. Conclusion: Hence, showing the newly designed TPB Esports Intention Questionnaire was found to be reliable and valid in revealing the level of intentions as well as the factors affecting Hong Kong students playing Esports.

Highlights

  • IntroductionThe industry generated USD 869 million in 2018, and the firm forecasted that the number would grow to USD 2.96 billion in 2022 [2]

  • These numbers illustrated the enormous potential of Esports, which can be considered extending beyond watching Esports competitions or consuming Esports through the various media platform

  • 25 secondary schools located in 11 Hong Kong districts (New Territories and Hong Kong Island) agreed to participate in this study

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Summary

Introduction

The industry generated USD 869 million in 2018, and the firm forecasted that the number would grow to USD 2.96 billion in 2022 [2]. These numbers illustrated the enormous potential of Esports, which can be considered extending beyond watching Esports competitions or consuming Esports through the various media platform. The current size of the Esports audience base can be regarded as a critical indicator of Esports participation. Before we explore this notion further, we will define Esports participation in the context of this research.

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