“…Ward and Harmon (2019) identify superstar economics establishing in esport, like in traditional sport, music, or acting. Twelve studies deliver insights on media consumption in esport, several of which show that esport consumption motives are similar to traditional sport consumption, like socialization, fandom and acquiring game related knowledge (Brown et al, 2018), fandom and uncertainty of outcome (Mangeloja, 2019), drama, escapism, and aesthetics (Xiao, 2020), competition and peer-pressure (Lee & Schoenstedt, 2011). Choi (2019) distinguishes between fans, passionates and addicts, and shows the different motives for each.…”