What makes esports consumers watch streamers' esports live-streaming contents? Extending the theory of planned behavior

计划行为理论 心理学 调解 鉴定(生物学) 独创性 调解 社会心理学 控制(管理) 计算机科学 创造力 政治学 植物 生物 人工智能 法学
作者
Wooyoung Jang,Wonjun Choi,Min Jung Kim,Hyunseok Song,Kevin K. Byon
出处
期刊:International Journal of Sports Marketing & Sponsorship [Emerald Publishing Limited]
卷期号:25 (2): 288-309 被引量:7
标识
DOI:10.1108/ijsms-07-2023-0132
摘要

Purpose This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and additionally adopted streamer identification and esports game identification as moderating variables. Design/methodology/approach Data were collected from streamers' esports content streaming viewers over 18 years of age using an online survey in Amazon M-Turk ( N = 307). Based on past esports live-streaming weekly watching hours, which range from 1 to 45 h, the participants were divided into lower ( n = 152) and higher ( n = 155) frequency groups. PLS-SEM and bootstrapping techniques were used to test the moderated mediation relationships among the constructs. Findings This study found a negative moderating effect of past watching experience on the relationship between attitudes and behavioral intention, and it positively moderated the path between perceived behavioral control and behavioral intention. Also, it was found statistically significant direct impacts of streamer identification (STI) and esports game identification (EGI) on attitude and subjective norms. While the indirect impact of STI on behavioral intention through attitude was statistically significant, there were no significant indirect impacts of EGI on attitude and behavioral intention through subjective norms. Originality/value Theoretically, this study extends the TPB model by exploring the two identifications (i.e. streamers and esports games) as antecedents of the focal TPB factors (i.e. attitudes, subjective norms and perceived behavioral control) and the moderating effect of prior experience based on high/low weekly watching frequencies. Practically, content creators of esports live-streaming and live-streaming platform managers can use the study’s findings to develop strategies to nurture their current and future viewership.
最长约 10秒,即可获得该文献文件

科研通智能强力驱动
Strongly Powered by AbleSci AI
科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
文艺的早晨完成签到 ,获得积分10
刚刚
幼儿园老大完成签到 ,获得积分10
刚刚
乐乐应助dd的mm采纳,获得10
1秒前
冷静初彤完成签到,获得积分10
1秒前
隐形曼青应助Peggie采纳,获得10
2秒前
清新的雁凡完成签到,获得积分10
2秒前
2秒前
章章完成签到 ,获得积分10
2秒前
Gg完成签到,获得积分10
2秒前
3秒前
3秒前
3秒前
秋秋完成签到,获得积分10
3秒前
能干晓博完成签到,获得积分10
3秒前
3秒前
xsn完成签到,获得积分10
3秒前
木槿发布了新的文献求助30
3秒前
NexusExplorer应助儒雅的十八采纳,获得10
4秒前
还单身的蜻蜓完成签到,获得积分10
4秒前
Watson完成签到,获得积分10
4秒前
刻苦秋烟完成签到,获得积分10
4秒前
领导范儿应助兰亭序采纳,获得10
4秒前
111完成签到 ,获得积分10
5秒前
丘延至完成签到,获得积分20
5秒前
orixero应助suiwuya采纳,获得10
5秒前
高挑的语蓉完成签到,获得积分10
6秒前
zjt完成签到,获得积分10
6秒前
6秒前
6秒前
瞌睡鸡肉卷完成签到,获得积分10
6秒前
兰彻发布了新的文献求助20
6秒前
xixi发布了新的文献求助10
6秒前
负责的高烽完成签到,获得积分20
6秒前
Owen应助lxd采纳,获得10
6秒前
三千完成签到,获得积分10
6秒前
匿其忆完成签到,获得积分10
6秒前
Hipposong发布了新的文献求助10
7秒前
番茄完成签到,获得积分20
7秒前
7秒前
王hu发布了新的文献求助10
7秒前
高分求助中
(应助此贴封号)【重要!!请各用户(尤其是新用户)详细阅读】【科研通的精品贴汇总】 10000
The anomeric effect 1000
Principles of town planning: translating concepts to applications 1000
Navigating Normative Orders: Interdisciplinary Perspectives 750
1 Peter and Christ's Descent to the Dead in Its Early Christian Reception 700
Organizational Behavior 510
Management and the Arts 510
热门求助领域 (近24小时)
化学 材料科学 医学 生物 纳米技术 工程类 有机化学 化学工程 生物化学 计算机科学 内科学 物理 复合材料 催化作用 细胞生物学 无机化学 光电子学 物理化学 电极 基因
热门帖子
关注 科研通微信公众号,转发送积分 7733223
求助须知:如何正确求助?哪些是违规求助? 9283978
关于积分的说明 20162036
捐赠科研通 7311162
什么是DOI,文献DOI怎么找? 3304284
关于科研通互助平台的介绍 2457078
邀请新用户注册赠送积分活动 2313527