Abstract

Understanding Media Consumption of Electronic Sports through Spectator Motivation, Using Three Different Segmentation Approaches: The Levels of Addiction, Passion, and Fan Identification

Highlights

  • The distribution of computers and the development of the Internet has brought about great changes in sports, as they have in many aspects of our daily lives

  • A total of 608 surveys were distributed via Mechanical Turk (MTurk), and 402 surveys were returned from respondents who self-identified as Electronic sports (eSports) consumers over the age of 18

  • 56 percent of eSports fans were found to be between the ages of 21 and 35, and 28 percent were between the ages of 36 and 65 (Casselman, 2015)

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Summary

Introduction

The distribution of computers and the development of the Internet has brought about great changes in sports, as they have in many aspects of our daily lives. Electronic sports (eSports) refers to the activity of enjoying a diversity of games using computers and the Internet. This new form of sports has experienced dramatic growth, and its popularity has even threatened traditional sports (Warman, 2015). Correspondence: Sport Mont 17 (2019) 1: 3–8 seball, basketball, or soccer), and numerous global companies started investing huge amounts of money to buy sponsorships (Keiper, Manning, Jenny, Olrich, & Croft, 2017). ESports, as an emerging sports genre, has expanded from being a participation sport to a spectator sport (Jenny, Manning, Keiper, & Olrich, 2016; Wagner, 2006)

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