2021
DOI: 10.3389/fpsyg.2021.650000
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Perception of Hong Kong Teenagers and Young Adults on Esports Participation: A Qualitative Study Using Theory of Planned Behavior

Abstract: Esports is a rapidly growing industry worldwide, and it is making significant inroads in Hong Kong as well. However, owing to debates regarding the distinction between Esports and video gaming and the potential negative effects of engaging in Esports, its development in Hong Kong is still in its infancy. Therefore, this qualitative study investigated the perceptions and attitudes of teenagers and young adults toward Esports development and engagement, using the theory of planned behavior. Twenty-five teenagers… Show more

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Cited by 19 publications
(21 citation statements)
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“…Human Behavior and Emerging Technologies on the results of the qualitative study [63]. The interview guide of this qualitative study was developed using TPB; the results revealed the perceptions of Hong Kong younger adults on the beneficial and deleterious outcome, subjective norms, and barriers and facilitators of Esports participation.…”
Section: Methodsmentioning
confidence: 99%
“…Human Behavior and Emerging Technologies on the results of the qualitative study [63]. The interview guide of this qualitative study was developed using TPB; the results revealed the perceptions of Hong Kong younger adults on the beneficial and deleterious outcome, subjective norms, and barriers and facilitators of Esports participation.…”
Section: Methodsmentioning
confidence: 99%
“…Control beliefs refer to the presence or absence of facilitators and barriers to behavioral performance. In 2021, Wong et al [22] were the first to investigate the perceptions of 25 young adults aged between 15 and 29 years regarding eSports development and engagement by using the TPB. The authors reported that the interviewees perceived the beneficial and deleterious outcomes (e.g., goal setting and achievement, academics and time distribution, physical strain, and negative social image,), subjective norms (e.g., parents, peers, and teachers), and barriers and facilitators (e.g., balance between academics and eSports, career prospects, and future reality) of participating in eSports.…”
Section: Introductionmentioning
confidence: 99%
“…In a qualitative study involving 25 secondary and university students with experience in eSports competitions, an eSports Intention Questionnaire with questions modelling on the constructs of TPB (e.g., to measure participants' attitudes, subjective norms, and perceived behavioral control) was designed. The psychometric properties of these measurements (i.e., constructs of TPB) were found to be reliable (Cronbach's α = :90 in average) and valid by yielding satisfactory goodness of fit indices, using confirmatory factor analysis [22]. Given the promotion of active aging by the HKSAR Government and based on the gaps identified in research on eSports, this qualitative study examined the perception regarding and experiences in eSports among middleaged and older adults in HK, China, based on the TPB.…”
Section: Introductionmentioning
confidence: 99%
“…Economically, the total awarded prize money reached 150 and 211 million dollars in 2018 and 2019, respectively ( 9 , 10 ). It has since attracted an enormous amount of qualified amateur players to pursue an esports career professionally ( 11 , 12 ).…”
Section: Introductionmentioning
confidence: 99%