DOI QR코드

DOI QR Code

Factors Affecting eSports Audience Satisfaction - The case of League of Legends

e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로

  • Received : 2014.04.21
  • Accepted : 2014.06.09
  • Published : 2014.06.20

Abstract

With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

e스포츠의 등장으로 인해 게임은 소수의 문화에서 대중적인 문화로 발돋움했다. 또한 게임, 콘텐츠, 방송, IT 등 관련산업의 발전에 긍정적인 영향을 미쳤다. e스포츠 산업의 지속적인 활성화를 위해서는 e스포츠 소비자와 소비행동에 대한 연구가 필수적이나, e스포츠를 관람하는 소비자의 심리적인 측면에 대한 연구는 아직 미흡한 상황이다. 본 연구에서는 스타크래프트에 이어 e스포츠의 새로운 장을 연 League of Legends(LoL)의 관람자를 대상으로 이들이 LoL 경기를 관람하는 동기를 밝히고, 이렇게 밝힌 관람동기와 관람만족 간의 관계를 밝혀보고자 한다. 본 연구는 e스포츠 관람동기 연구의 기초가 되고, 향후 게임 관련 업계에서 e스포츠 관람을 촉진시키기 위한 효과적인 마케팅 전략을 수립하는 토대가 될 것으로 기대된다.

Keywords

References

  1. Yu-ri Son, "The era of ten million eSports audiences(e스포츠 관람객 1000만명 시대)", Maeil Business Newspaper, 2014.1.9. Available: http://news.mk.co.kr/newsRead.php?year=2014&no=45868
  2. Korea Creative Content Agency, "A research on the present status of eSports 2013", Korea Creative Content Agency, 2013.
  3. Ha Neol Lee, "Drop in Starcraft's popularity threatens eSports status(스타 하나로 버틴 10년, '별 지는' e스포츠 위상)", Money Today, 2012.2.16. Available: http://www.mt.co.kr/view/mtview.php?type=1&no=2012021510095414783&outlink=1
  4. Seol-Min Yoon, Heung-Ryel Kim, & Ji-Hee Kim, "A Study for Characteristics and Effect Relationship among Participation Motivation, Satisfaction, Behavioral Intentions of Sport-Event Spectators: A Case of 2007 Hansol Korea Open", Journal of Tourism and Leisure Research, Vol. 21, No. 2, pp125-144, 2009.
  5. Jin-wook Han, Do-young Pyun, & Hyung-il Kwon, "The effect of e-Sports fan consumption motives on watching intentione", The Korean Journal of Physical Education, Vol. 49, No. 1, pp221-229, 2010. https://doi.org/10.1088/0031-9120/49/2/221
  6. Do-young Pyun, Jin-wook Han, & Tai-hyung Kim, "An exploratory study of developing the motivation scale for e-sports consumption", The Korean Journal of Physical Education, Vol. 18, No. 1, pp549-559, 2009
  7. Daniel, C. F., Daniel, F. M., & Lynn, L. R., "Characterizing consumer motivation as individual difference factor: augmenting the Sport Interest Inventory (SII) to explain level of spectator support", Sport Marketing Quarterly, Vol. 11, No. 1, pp33-43, 2002.
  8. Jeffrey D. J. & Stephen D. Ro., "Comparing Sport Consumer Motivations Across Multiple Sports", Sport Marketing Quarterly, Vol. 13, pp17-25, 2004.
  9. James, J. D., & Ross, S. D., "Comparing Sport Consumer Motivations Across Multiple Sports", Sport Marketing Quartely, Vol. 13, No. 1, pp17-25, 2004.
  10. Seung-Hoon Jeong, Jeoung-Hak Lee, & Hee-Jung Kim, "The Effect of 2010 South Africa World Cup Street Cheering Participants's Spectator Motives on Cheering Attitudes, Audience Satisfaction and Future Consumption", Korean Journal of Sport Management, Vol. 16, No. 3, pp29-44, 2011.
  11. Ra-Yeong Kim, "A study on mobile phone use among primary school students", Master's thesis, Daejeon University, 2003.
  12. Sung-min Lee, "The effect of the participation in PC sports games on sports involvement", Graduate School of Busan National University of Education, Master's thesis, Busan National University of Education, 2004.
  13. Jong-won Lee, "A Study on online game usage among adolescents", National Youth Policy Institute, 2003.
  14. Jung-hye Kwon, "The internet game addiction of adolescents: Temporal changes and related psychological variables", The Korean Journal of Clinical Psychology, Vol. 24, No. 2, pp267-280, 2005.
  15. Seoung-ho Ryu, "A study on game addiction and solutions", Ministry of Culture and Tourism, 2001.
  16. You-kyoung Lee, & Kyu-man Chae, "Relations of computer game addiction and social relationship, adjustment of adolescent", The Korean Journal of Clinical Psychology, Vol. 25, No. 3, pp711-726, 2006.
  17. Young Mi Sohn, Jang Ju Lee, & Chung Woon Kim, "The Relationship between Game-Lifestyle and e-Sports Patterns: Based on University Students", Korean Journal of Psychological and Social Issues, Vol. 13, No. 4, pp29-52, 2007.
  18. Jong Kun Park, "Industrialization strategies of e-Sports as a culture industry", Korean Management Review, Vol. 36, No. 6, pp1545-1579, 2007.
  19. Jun Won Lee, "Relationship between motive for using e-sports and psychological well-being", The Korean Journal of Physical Education, Vol. 47, No. 3, pp387-396, 2008.
  20. Jeoung-Hak Lee, Jong-Hoon Kim, & Sang-Hun Lee, "The Affect of Life style of e-sports Spectators on Viewing Flow and Loyalty degree", The Korea Journal of Sports Science, Vol. 18, No. 2, pp215-226, 2009.
  21. Mennell, R. C., & Kleiber, D. A., "A Social Psychology of Leisure", PA: Venture Publishing, 1997
  22. Eui Jun Jung, Min-chul Kim, & Seoung-ho Ryu, "Effects of online game service satisfaction and content satisfaction on users' game loyalty", Journal of Korea Game Society, Vol. 12, No. 4, pp33-44 2012. https://doi.org/10.7583/JKGS.2012.12.4.33
  23. Hee-sang Chae & Shin-kyu Knag, "An exploratory research on categorizing e-Sports as one of the sports", Journal of Korea Game Society, Vol. 11, No. 3, pp85-96, 2011.
  24. Trail, G., Fink, J. S., & Anderson, D. F., "Sport spectator consumption behavior", Sport Marketing Quarterly, Vol. 12, No. 1, pp8-17, 2003.
  25. Yong Man Kim, Jin Hur, & Kye Sok Lee, "The Influence of Spectator Motives on Satisfaction, Trust, Commitment, and Repurchase Intention of K-League Spectator", The Korean Journal of Physical Education, Vo. 44, No. 6, pp725-737, 2005.
  26. Trail, G., & James, J., "An analysis of the sport fan motivation scale", Journal of Sport Behavior, Vol. 24, pp108-127, 2001.
  27. Funk, D., Mahony, D., & Ridinger, L., "Characterizing consumer motivation as individual difference factors", Sport Marketing Quarterly, Vol. 11, No. 1, pp33-43, 2002.
  28. Williams, D., "Groups and Goblins: The Social and Civic Impact of an Online Game", Journal of Broadcasting & Electronic Media, Vol. 50, No. 4, pp651-670, 2006. https://doi.org/10.1207/s15506878jobem5004_5
  29. Yong-Young Kim, "The Role of Social Interaction Influencing on Flow and Immersion in the Context of Online Games: The Moderating Effect of Offline Dependence", Information Systems Review, Vol. 12, No. 3, pp117-139, 2010.

Cited by

  1. The Psychology of Esports: A Systematic Literature Review pp.1573-3602, 2018, https://doi.org/10.1007/s10899-018-9763-1