2013
DOI: 10.1007/s12525-013-0127-5
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Virtual worlds in competitive contexts: Analyzing eSports consumer needs

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Cited by 107 publications
(92 citation statements)
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References 48 publications
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“…From another theoretical perspective, Weiss and Schiele (2013) surveyed 360 esport players and demonstrated which competitive and hedonic need gratifications drive continuous use of esports according to uses and gratifications theory (Katz et al 1973). The study found that esports can offer services that fulfill players' needs, confirming previous studies focused on the global gaming motivations of online games and competitive offline games (Mäyrä 2008;Phillips et al 1995;Sherry et al 2006;Yee 2006aYee , 2006b).…”
Section: The Characteristics Of Esport Playerssupporting
confidence: 71%
“…From another theoretical perspective, Weiss and Schiele (2013) surveyed 360 esport players and demonstrated which competitive and hedonic need gratifications drive continuous use of esports according to uses and gratifications theory (Katz et al 1973). The study found that esports can offer services that fulfill players' needs, confirming previous studies focused on the global gaming motivations of online games and competitive offline games (Mäyrä 2008;Phillips et al 1995;Sherry et al 2006;Yee 2006aYee , 2006b).…”
Section: The Characteristics Of Esport Playerssupporting
confidence: 71%
“…This variation in content type affords an interesting angle of research, and can be compared to various types of programming produced for other broadcast media such as television. Few studies have yet aimed to approach this topic quantifiably, thus far the literature on video game streaming has focused mainly on communities (Hamilton, Garretson, & Kerne, 2014), technical aspects (Kaytoue, Silva, Cerf, Meira, & Raïssi, 2012) and competitive eSports Weiss & Schiele, 2013). Thus, the primary research question of this study is:…”
mentioning
confidence: 99%
“…Our audience survey shows that data and statistics are central to the viewing experience, and audiences have a clear appetite for more data-driven content, such as is presented by Echo. Through co-designing Echo with leading industry partners, and conducting a large-scale observation of how it was used in one of the world's largest esports tournaments -we generated a range of detailed insights that extend existing research on consumer motives in esports and traditional sports [34,37,42,72,66,75]. We provide observational evidence confirming that data-driven content can indeed be an effective tool to make the gameplay more transparent to viewers [34], to cater for the audience's desire for skill building [42], as well as to enable audiences to more effectively follow the performance of the athletes [75].…”
Section: Discussionmentioning
confidence: 99%
“…A series of prior work focuses on understanding viewer needs and consumer practices [34,42,72,66], finding a variety of motivations for why people watch esports, including escapism, novelty and acquiring knowledge about the games being played. The latter motivation is particularly relevant for this paper, and translates into clear practical implications that make the case for data-driven content production esports.…”
Section: Consumer Needs and Practices In Esportsmentioning
confidence: 99%