Spectator e-sport and well-being through live streaming services

Jihye Kim, Minseong Kim

Research output: Contribution to journalArticlepeer-review

61 Scopus citations

Abstract

This research examines how seven dimensions of e-sport spectatorship motivation on live streaming influence e-sport fans' flow experience, subjective well-being, behavioral intention and ultimately, game loyalty. Based on the traditional sport spectatorship literature and theories of flow and well-being, this study proposes a research model specifying the impact of virtual e-sport spectatorship through live-streaming services on e-sport fans’ real-life satisfaction and behavior. Employing a survey approach for data collection, this study conducted structural equation modeling to empirically assess the hypothesized associations among variables. The results indicate that flow experience is significantly affected by achievement, drama and player skills. The findings also reveal that subjective well-being is significantly influenced by achievement, friendship and social dimensions. Additionally, this study found significant relationships among flow experience, subjective well-being, behavioral intention and game loyalty. Based on the empirical results, this study provides several implications for the industry and enhancements to existing literature.

Original languageEnglish
Article number101401
JournalTechnology in Society
Volume63
DOIs
StatePublished - Nov 2020

Bibliographical note

Publisher Copyright:
© 2020 Elsevier Ltd

Keywords

  • Digital consumption
  • Flow experience
  • Live streaming
  • Spectatorship
  • Well-being
  • e-sport

ASJC Scopus subject areas

  • Human Factors and Ergonomics
  • Business and International Management
  • Education
  • Sociology and Political Science

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