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dc.creatorPizzo, Anthony
dc.creatorBaker, Bradley
dc.creatorNa, Sangwon
dc.creatorLee, Mi Ae
dc.creatorKim, Doohan
dc.creatorFunk, Daniel
dc.date.accessioned2021-11-09T15:48:49Z
dc.date.available2021-11-09T15:48:49Z
dc.date.issued2018
dc.identifier.citationPizzo, A.D., Baker, B.J., Na, S., Lee, M.A., Kim, D., & Funk, D.C. (2018). eSport vs. Sport: A Comparison of Spectator Motives. Sport marketing quarterly, 27, 108.
dc.identifier.citationAvailable at: https://fitpublishing.com/articles/esport-vs-sport-comparison-spectator-motives
dc.identifier.issn1557-2528
dc.identifier.doihttp://dx.doi.org/10.34944/dspace/7093
dc.identifier.urihttp://hdl.handle.net/20.500.12613/7113
dc.description.abstracteSports–organized video game competitions–are growing in popularity, with top tournaments drawing crowds of spectators rivaling traditional sporting events. Understanding the extent to which eSport operates similarly to traditional sport is vital to developing marketing strategies for the eSport industry and informing academic research on eSport. Prior research has examined eSports in isolation from traditional sports, overlooking direct comparisons to understand the degree to which eSport spectators are motivated similarly to traditional sport spectators. The current study measures widely-used sport consumption motives to ex-amine their influence on eSport spectatorship and game attendance frequency. In South Korea, spectator motives across one traditional sport (soccer) and two eSport contexts (FIFA Online 3 and StarCraft II) were measured. MANOVA results identify similar patterns for 11 out of 15 motives across the three. Significant differences between contexts include vicarious achievement, excitement, physical attractiveness, and family bonding. Multiple regression analysis results show that spectators across contexts have distinct sets of motives influencing game attendance. The current study demonstrates that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market eSport events similarly to traditional sport events
dc.format.extent16 pages
dc.languageEnglish
dc.language.isoeng
dc.relation.ispartofFaculty/ Researcher Works
dc.relation.haspartSport Marketing Quarterly, Vol. 27
dc.relation.isreferencedbyFitness Information Technology
dc.rightsAll Rights Reserved
dc.subjecteSport
dc.subjectConsumer behavior
dc.subjectSpectator sport
dc.subjectMarketing
dc.subjectSpectator motives
dc.titleeSport vs sport: A comparison of spectator motives
dc.typeText
dc.type.genreJournal article
dc.description.departmentSport and Recreation Management
dc.ada.noteFor Americans with Disabilities Act (ADA) accommodation, including help with reading this content, please contact scholarshare@temple.edu
dc.description.schoolcollegeTemple University. School of Sport, Tourism and Hospitality Management
dc.creator.orcidBaker|0000-0002-1697-4198
dc.creator.orcidPizzo|0000-0002-0398-9358
dc.creator.orcidLee|0000-0003-2284-985X
dc.creator.orcidFunk|0000-0003-0823-4381
dc.temple.creatorD. Pizzo, Anthony
dc.temple.creatorBaker, Bradley J.
dc.temple.creatorNa, Sangwon
dc.temple.creatorLee, Mi Ae
dc.temple.creatorFunk, Daniel C.
refterms.dateFOA2021-11-09T15:48:49Z


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