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E-sport Spectator Motivation

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dc.contributor.advisor Wiggins, Brenda P.
dc.contributor.author Shaw, Andrew
dc.creator Shaw, Andrew
dc.date 2013-12-05
dc.date.accessioned 2014-03-09T21:20:14Z
dc.date.available 2014-03-09T21:20:14Z
dc.date.issued 2014-03-09
dc.identifier.uri https://hdl.handle.net/1920/8660
dc.description.abstract The purpose of this study was to determine factors, which motivate people to watch electronic sports. The sample consisted of males and females aged 18 to 65 watching e-sport, both online and at live e-sport viewing events. All individuals completed a 56-item instrument comprising the Sports Fan Motivation Scale (Wann, 1995) and the Motivation Scale for Sports Consumption (Trail, Fink, & Andersen, 2000) as well as demographics and e-sport behavior questions. Motivations were analyzed on the basis of subgroups (i.e., gender, age, ethnicity, preferred viewing duration, preferred number of co-spectators, preferred viewing location, and whether or not the spectator was an actual player). Overall the highest motivating factors were entertainment, eustress, and aesthetics on the Sports Fan Motivation Scale, and the highest motivating factors on the Motivation Scale for Sports Consumption were player skills, drama, and knowledge.
dc.language.iso en
dc.subject E-Sports en_US
dc.subject electronic sports en_US
dc.subject spectator motivation en_US
dc.subject fan motivation en_US
dc.subject internet sports en_US
dc.subject Barcraft en_US
dc.title E-sport Spectator Motivation
dc.type Thesis
thesis.degree.name Master of Science in Sport and Recreation Studies en_US
thesis.degree.level Master's
thesis.degree.discipline Sport and Recreation Studies
thesis.degree.grantor George Mason University


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