“…Based on excitement, physical attractiveness, vicarious achievement, and family boding, eSports is unique from traditional sports, and their spectators follow different motives (Pizzo et al, 2018 ). The extant literature has also claimed that socialization, immersion gamification (Qian et al, 2022 ), skill improvement, vicarious sensation (Qian et al, 2020 ), the presence of star players, team loyalty, flow experiences, and self-congruity with event image (Thompson et al, 2022 ) positively affect spectators attendance of live streaming of eSports. On the other side, online spectators rate drama, acquisition of knowledge, appreciation of skill, novelty, aesthetics, and enjoyment of aggression consider more important than live attendees.…”