2018
DOI: 10.34944/dspace/7093
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eSport vs sport: A comparison of spectator motives

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Cited by 9 publications
(2 citation statements)
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“…In the context of attending e-sports events, push factors refer to the intrapersonal or interpersonal elements (hedonic or internal) that influence the consumer's decision to consume e-sports . Push factors may include opportunities for social interaction, entertainment nature, skill development and application, knowledge about games (Brown et al, 2018;Pizzo et al, 2018;, and competitive nature .…”
Section: Push Factorsmentioning
confidence: 99%
“…In the context of attending e-sports events, push factors refer to the intrapersonal or interpersonal elements (hedonic or internal) that influence the consumer's decision to consume e-sports . Push factors may include opportunities for social interaction, entertainment nature, skill development and application, knowledge about games (Brown et al, 2018;Pizzo et al, 2018;, and competitive nature .…”
Section: Push Factorsmentioning
confidence: 99%
“…Third, players and athletes in both sports can boast a robust fan base with dedicated supporters, audiences, and an individual and club-based fan culture ( 21 ). Finally, they both have a global reach, with international competitions attracting players and spectators from all corners of the world ( 22 ). Despite, their relatively new presence, esports competitions have been especially successful at garnering the potential of the Internet, which has given rise to an industry with global impact ( 10 ).…”
Section: Introductionmentioning
confidence: 99%