E-sports have grown all over the world, as well as events and their audience. Based on many previous studies, many factors influence the motivation of viewers on their behavior in watching e-sports; several factors have been shown to affect the motivation to watch, such as Entertaining Features, Competitive Nature, Game Knowledge, and Skill Appreciation. Thus, the researchers decided to conduct further research on the topic of e-sports with the SOR model. The research method used is quantitative with a purposive sampling method. The size of the population selected and used in this study is quite large, especially for e-sports lovers in Indonesia. Researchers distributed online questionnaires through Google Forms and distributed through social media and acquired 221 respondents. The data that were obtained were analyzed using the SmartPLS application to test the validity and reliability, descriptive statistics, and structural models (inner model). This study applies the SOR model as well as motivational factors from previous studies as a stimulus. The research findings show that the stimulation of motivation is positively related to organisms and response. This study has implications for creating interest and becoming suggestions for companies that provide e-sports events, for the community, for fans, and for further research.