“…Several antecedents were identified: demand ("consumers' expectations towards the features and attributes of the core product"; Qian et al, 2019b, p. 3), flow experience (Kim and Kim, 2020), emotional engagement (Lim et al, 2020), motivation (Brown et al, 2017;Cabeza-Ram ırez et al, 2020;Hamari and Sj€ oblom, 2017;Hilvert-Bruce et al, 2018;Kim and Kim, 2020;Ma et al, 2021;Pizzo et al, 2018;Qian et al, 2019aQian et al, , 2020Rogers et al, 2022;Sj€ oblom et al, , 2020Tang et al, 2022;Wulf et al, 2018;Xiao, 2020), need (competence, autonomy and relatedness; Qian et al, 2022), parasocial relationship (Lim et al, 2020;Wulf et al, 2018;Xu et al, 2021b), push and pull factors (Qian et al, 2020), sports fandom (Tang et al, 2022), SOR framework , structural factors (Brown et al, 2017;Cabeza-Ram ırez et al, 2020;Hamari and Sj€ oblom, 2017;Jang et al, 2021b;Kim and Kim, 2020;Ma et al, 2021;Qian et al, 2019b;Tang et al, 2022;Wulf et al, 2018;Xiao, 2020;Xu et al, 2021a), self-perception as a player, professional esports team/streamer identification (Cabeza-Ram ırez et al, 2020;Jang et al, 2021b;Lim et al, 2020;Qian et al, 2019b) and subjective well-bei...…”