Abstract

This study focuses on “game experiences” in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewing esports, and hardware enthusiasm. Four esports gameplay consumer groups are proposed (all-around gamer, conventional player, observer, recreational gamer) based on their prior esports experiences (esports gameplay, viewing esports content via media, and hardware enthusiasm). A total of 699 usable observations were initially collected by the online survey. Eventually, 508 observations were retained (127 for each group) for multivariate analysis of variance and subsequent univariate tests. The findings indicated the four esports gameplay consumer groups were empirically supported. Furthermore, this study found similarities and differences for each group based on the six antecedents of esports gameplay intention. The findings indicated hedonic motivation and price value might be considered general factors that may be applied to all esports consumers. Contrarily, the findings indicated that social influence, habit, effort expectancy, and flow might be suitable for tailored marketing strategies targeting esports consumer groups. Theoretically, the suggested esports experience will contribute to the growing body of knowledge aimed at understanding esports consumers' behavior through the consistent clustering of behavioral prior experience. Practically, the proposed esports consumers' clustering will contribute to more efficient marketing, with spending on more targeted marketing leading to effectively reaching the right people.

Highlights

  • In sport management, scholars are driven to better understand sport consumption, such as the fans’ motivations, constraints, negotiation, etc., from die-hard to fair-weather fans (Byon et al, 2020)

  • In order to further extend the esports Consumption (ESC) model’s applicability and understand esports gameplay consumption better based on the uniqueness of the esports context, this study empirically identified the proposed four esports gameplay consumer types by esports experience

  • This study aimed to identify adequate esports gameplay consumer groups in the context of esports based on their esports game experience

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Summary

Introduction

Scholars are driven to better understand sport consumption, such as the fans’ motivations, constraints, negotiation, etc., from die-hard to fair-weather fans (Byon et al, 2020). Clustering Esports Gameplay Consumers of early scholarly esports investigations illustrates the academic propensity to explore and establish esports consumer behavior and clusters (Jang and Byon, 2020a; Reitman et al, 2020) While such seminal work has undoubtedly made significant contributions to the esports body of knowledge at large, recent literature has stressed the importance of producing cohesive and timely research regarding notable esports industry growth (Newzoo, 2019) and market trends [e.g., those caused by coronavirus disease 2019 (COVID-19)]. While useful in establishing moderators, additional research is needed to fully explore consumers’ experiences with esports in a manner that cultivates distinct clusters This disparity may be problematic when seeking to adequately categorize complex esports consumers within this rapidly growing industry. Careful consideration is needed when exploring and determining factors segmenting esports consumers

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