Please use this identifier to cite or link to this item: https://doi.org/10.21256/zhaw-25024
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dc.contributor.authorHüttermann, Marcel-
dc.contributor.authorPizzo, Anthony D.-
dc.date.accessioned2022-05-20T15:08:40Z-
dc.date.available2022-05-20T15:08:40Z-
dc.date.issued2022-04-29-
dc.identifier.issn2624-9367de_CH
dc.identifier.urihttps://digitalcollection.zhaw.ch/handle/11475/25024-
dc.description.abstractEsports, competitive video game competitions, are a leading digital innovation at the nexus of sports, business, and technology. Given their prominent position, esports have received extensive media and academic attention. In particular, esports fans, primarily tech-savvy and affluent young adults, have been the foci of this attention. Accordingly, a large number of studies has centered on these influential consumers, examining their motives to spectate, support, and follow esports teams and players. To date, esports have been examined very broadly, neglecting differences in the multitude of games, genres, and platforms which influence their consumption. In particular, the platform (or medium), plays a substantial role in how consumers engage with esports teams and players. These platforms include personal computers (PCs) and video gaming consoles. The purpose of this study is to identify differences in how fans of PC and console based esports teams engage with their favorite esports team. We collected data from both PC and console esports team fans via an online survey (N = 514), analyzing said data using structural equation modeling and multigroup analysis. Our results highlight that fans of console-based esports teams value both emotional engagement and management cooperation, underscoring the more intimate and personal experience afforded by consoles (vis-à-vis PCs). Overall, our study elucidates differences in esports fan engagement and helps to further identify critical differences that influence esports consumer behavior.de_CH
dc.language.isoende_CH
dc.publisherFrontiers Research Foundationde_CH
dc.relation.ispartofFrontiers in Sports and Active Livingde_CH
dc.rightshttp://creativecommons.org/licenses/by/4.0/de_CH
dc.subjectConsumer behaviorde_CH
dc.subjectDigitalizationde_CH
dc.subjectEngagementde_CH
dc.subjectEsportsde_CH
dc.subjectFande_CH
dc.subjectTechnologyde_CH
dc.subjectMarketingde_CH
dc.subject.ddc306.48: Freizeit und Tourismusde_CH
dc.titleEsports fan engagement : a comparison of PC and console esports team fansde_CH
dc.typeBeitrag in wissenschaftlicher Zeitschriftde_CH
dcterms.typeTextde_CH
zhaw.departementSchool of Management and Lawde_CH
zhaw.organisationalunitInstitut für Innovation und Entrepreneurship (IIE)de_CH
dc.identifier.doi10.3389/fspor.2022.880294de_CH
dc.identifier.doi10.21256/zhaw-25024-
dc.identifier.pmid35571745de_CH
zhaw.funding.euNode_CH
zhaw.issue880294de_CH
zhaw.originated.zhawYesde_CH
zhaw.publication.statuspublishedVersionde_CH
zhaw.volume4de_CH
zhaw.publication.reviewPeer review (Publikation)de_CH
zhaw.author.additionalNode_CH
zhaw.display.portraitYesde_CH
zhaw.monitoring.costperiod2022de_CH
Appears in collections:Publikationen School of Management and Law

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