DOI QR코드

DOI QR Code

이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석

The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory

  • 전려화 (경희대학교 문화관광콘텐츠학과) ;
  • 유창석 (경희대학교 문화관광콘텐츠학과)
  • Quan, Lihua (Dept. of Culture, Tourism & Content, Kyung Hee University) ;
  • Yoo, Changsok (Dept. of Culture, Tourism & Content, Kyung Hee University)
  • 투고 : 2021.12.13
  • 심사 : 2022.02.13
  • 발행 : 2022.02.20

초록

본 연구는 이용과 충족 이론을 적용하여 e스포츠 직접관람자의 관람동기, 관람만족, 행동의도의 주요 변수 간 관계를 실증 분석하였다. 탐색적 요인분석 결과 기존의 주요 관람만족 동기 중 8개의 스포츠동기, 3개의 팬동기와 한 개의 관람촉진 동기가 e스포츠의 직접관람동기로 확인되었다. 그리고 직접관람자의 관람동기 중 오락, 팀애착, 경기기술, 선수매력, 심미성 동기요인은 관람만족에 유의미한 영향을 미치고, 행동의도에는 사회교류와 오락요인이 영향을 미친다는 것을 확인하였다.

The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

키워드

참고문헌

  1. Jenny, Seth E., R. Douglas Manning, Margaret C. Keiper, and Tracy W. Olrich "Virtual(ly) Athletes: Where eSports Fit within the Definition of "Sport"",Quest, Vol. 69, No. 1, pp. 1-18, 2017. https://doi.org/10.1080/00336297.2016.1144517
  2. Chae, H.-S., & Kang, S.-K. An Exploratory Research on Categorizing e-Sports as One of the Sports. Journal of Korea Game Society, Vol. 11, No. 3, pp. 85-95, 2011. https://doi.org/10.7583/JKGS.2011.11.3.085
  3. Cunningham, George B., Sheranne Fairley, Lesley Ferkins, Shannon Kerwin, Daniel Lock, Sally Shaw, and Pamela Wicker. eSport: Construct Specifications and Implications for Sport Management, Sport Management Review, Vol. 21, No. 1, pp. 1-6, 2018. https://doi.org/10.1016/j.smr.2017.11.002
  4. Ju, J., & Yoo, C. "Analysis of eSports Experience: The Effect of Motivation and Experience on the Satisfaction and Behavioral Intention", Journal of Consumer Studies, Vol.30, No.4, pp.261-281, 2019. https://doi.org/10.35736/jcs.30.4.12
  5. Lee, Ji Young, An, Jae-Woong, and Lee, Sang Woo, "Factors Affecting eSports Audience Satisfaction - The case of League of Legends," Journal of Korea Game Society, Vol. 14, No. 3, pp. 35-46, 2014. https://doi.org/10.7583/JKGS.2014.14.3.35
  6. Hamari, Juho, and Max Sjoblom. What Is eSports and Why Do People Watch It?, Internet Research, Vol. 27, No. 2, pp. 211-232, 2017. https://doi.org/10.1108/IntR-04-2016-0085
  7. Pizzo, Anthony D., Bradley J. Baker, Sangwon Na, Mi Ae Lee, Doohan Kim, and Daniel C. Funk. eSport vs. Sport: A Comparison of Spectator Motives, Sport Marketing Quarterly, Vol. 27, No. 2, pp. 108-123, 2018.
  8. Yoon Seol-Min, Kim Heung-Ryel, Kim Ji-Hee. 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, pp. 125-144, 2009.
  9. Pyun Do-Young, Han Jin-Wook, Kim Tai-Hyung. An exploratory study of developing the motivation scale for e-sports consumption, The Korean Society Of Sports Science, Vol. 18, No. 1, pp. 549-559, 2009.
  10. Hallmann, K., Giel, T.. eSports-Competitive sports or recreational activity?. Sport manage ment review, Vol. 21, No. 1, pp. 14-20, 2018. https://doi.org/10.1016/j.smr.2017.07.011
  11. Funk, Daniel C., Anthony D. Pizzo, and Bradley J.Baker. "eSport Management: Embracing eSport Education and Research Opportunities, Sport Management Review, Vol. 21, No. 1, pp. 7-13, 2018. https://doi.org/10.1016/j.smr.2017.07.008
  12. Jonasson, Kalle. Broadband and Circuits: The Place of Public Gaming in the History of Sport, Sport, Ethics and Philosophy, Vol. 10, No. 1, pp. 28-41, 2016. https://doi.org/10.1080/17511321.2016.1171250
  13. Trail, G., & James, J.. The motivation scale for sport consumption: Assessment of the scale's psychometric properties. Journal of Sport Behaviour, Vol. 24, No. 1, pp. 108-127, 2001.
  14. Carter, M. and Gibbs, M.R.. eSports in EVE Online: Skullduggery, Fair Play and Accepta bility in an Unbounded Competition, Proceedin gs of 8th FDG Conference, pp. 47-54, 2013.
  15. Cheung, G. and Huang, J.. Starcraft from the stands: understanding the game spectator, Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems (CHI), ACM, New York, NY, pp. 763-772, 2011.
  16. Hutchins, B., Signs of meta change in second modernity: the growth of e-sport and the world cyber games", New Media and Society, Vol. 10, No. 6, pp. 851-869, 2008. https://doi.org/10.1177/1461444808096248
  17. Seo, Y.. Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, Vol. 69, No. 1, pp. 264-272, 2016. https://doi.org/10.1016/j.jbusres.2015.07.039
  18. Seo, Y. and Jung, S.U. Beyond solitary play in computer games: the social practices of eSports, Journal of Consumer Culture, Vol. 16, No. 3, pp. 1-21, 2014. https://doi.org/10.1108/S0885-211120140000016014
  19. Weiss, T. and Schiele, S., "Virtual worlds in competitive contexts: analyzing eSports consumer needs", Electronic Markets, Vol. 23 No. 4, pp. 307-316, 2013. https://doi.org/10.1007/s12525-013-0127-5
  20. Kim YongMan, Hur Jin, Lee KyeSok. The Influence of Spectator Motives on Satisfaction, Trust, Commitment, and Repurchase Intention of K-League Spectator, The Korean Journal of Physical Education, Vol. 44, No. 6, pp. 725-737, 2005.
  21. McPherson, B. D., Socialization into the role of sport consumer: A theory and causal model. Canadian Review of Sociology/Revue Canadienne De Sociologie, Vol. 13, No. 2, pp. 165-177, 1976. https://doi.org/10.1111/j.1755-618X.1976.tb00796.x
  22. Yoon Seol-Min, Kim Heung-Ryel, Kim Ji-Hee. 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, pp.125-144, 2009.
  23. Hur Jin, Lee Kye-Sok. A Study of Spectator's Motive, Satisfaction, Team identification, and Re-viewing in Professional Baseball, Korean Society For Sport Management, Vol. 9, No. 4, pp. 105-121, 2004.
  24. Oh Joon Suhk, Park Jin. The Influence of Sports Ground Factors on Viewing Satisfaction, Journal of Sport and Leisure Studies, Vol. 14, pp. 883-899, 2000.
  25. James, Ross, S., comparing sport consumer motivations across multiple sports. Sport Marketing Quarterly, Vol. 13, pp. 17-25, 2004.