2020
DOI: 10.1177/1461444820908510
|View full text |Cite
|
Sign up to set email alerts
|

What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors

Abstract: The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study employs survey data ( N = 1368) to investigate how demographics, along… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

2
37
1

Year Published

2020
2020
2022
2022

Publication Types

Select...
6
2

Relationship

2
6

Authors

Journals

citations
Cited by 36 publications
(40 citation statements)
references
References 60 publications
2
37
1
Order By: Relevance
“…Experiential factors, including intrinsic and affective motivations (Koo 2009) and attitude (Hsu and Lu 2017) have also been found to be important drivers of game play. Therefore, this research employs the Motivation Scale for Sports Consumption (MSSC; Trail and James 2001), adapted for esports, in order to understand the gratifications that watching esports affords individual consumers, an approach consistent with previous research in the field (Hamari and Sjöblom 2017;Pizzo et al 2018;Macey, Abarbanel, and Hamari 2020).…”
Section: Theoretical Framing Of the Studymentioning
confidence: 99%
“…Experiential factors, including intrinsic and affective motivations (Koo 2009) and attitude (Hsu and Lu 2017) have also been found to be important drivers of game play. Therefore, this research employs the Motivation Scale for Sports Consumption (MSSC; Trail and James 2001), adapted for esports, in order to understand the gratifications that watching esports affords individual consumers, an approach consistent with previous research in the field (Hamari and Sjöblom 2017;Pizzo et al 2018;Macey, Abarbanel, and Hamari 2020).…”
Section: Theoretical Framing Of the Studymentioning
confidence: 99%
“…Macey et al [7] noted that "the rapid growth of esports, combined with its grassroots nature, does not exist within the same cohesive governance that is present for many sports." This was reflected in our findings, which demonstrated that the current esports industry features some aspects of a lead organisation governance model [12].…”
Section: The Dynamics Amongst Publishers and Emerging Stakeholdersmentioning
confidence: 99%
“…Esports is a fast-growing industry, with USD 957.5 million of revenue generated in 2019, a 23.3 percent increase since 2018 and a projected annual growth rate of 15.5 percent between 2018 and 2023 [4]. Unsurprisingly, the financial rewards on offer have induced an increasing number of integrity-eroding activities-similar to regular sport-such as cheating, doping, match-fixing and illegal gambling [5][6][7]. As this problem has not been addressed through traditional policy or law enforcement mechanisms, the esports industry has initiated its own integrity-promoting activities [8,9].…”
Section: Introductionmentioning
confidence: 99%
“…They find that most esports spectators buy loot boxes, 50.34% of whom exhibit potentially problematic gambling behavior according to the Problem Gambling Severity Index (PGSI). Macey et al (2020) find that esports betting does not directly encourage gambling behaviors. In contrast, Lelonek-Kuleta and Bartczuk (2021) report a high prevalence of Pay-to-Win gaming and purchases among esports bettors.…”
Section: Introductionmentioning
confidence: 78%