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

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  • Kim, Jihye
  • Kim, Minseong

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.

Suggested Citation

  • Kim, Jihye & Kim, Minseong, 2020. "Spectator e-sport and well-being through live streaming services," Technology in Society, Elsevier, vol. 63(C).
  • Handle: RePEc:eee:teinso:v:63:y:2020:i:c:s0160791x20302438
    DOI: 10.1016/j.techsoc.2020.101401
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    References listed on IDEAS

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    9. Kim, Minseong & Koo, Dong-Woo, 2020. "Visitors’ pro-environmental behavior and the underlying motivations for natural environment: Merging dual concern theory and attachment theory," Journal of Retailing and Consumer Services, Elsevier, vol. 56(C).
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    Cited by:

    1. Francis Mulu & Dominic Chungo, 2023. "Emotions in Negotiation and Mediation: Strategies for Managing Emotional Dynamics," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 7(5), pages 1732-1741, May.
    2. Kim, Minseong, 2021. "Conceptualization of e-servicescapes in the fitness applications and wearable devices context: Multi-dimensions, consumer satisfaction, and behavioral intention," Journal of Retailing and Consumer Services, Elsevier, vol. 61(C).
    3. Mahiah Said & Ammar Azfar Azli & Shahnaz Shafiza Sabri, 2023. "Investigating the Factors Influencing Students’ Acceptance of Esports as a Career Choice," Information Management and Business Review, AMH International, vol. 15(2), pages 109-115.
    4. Kim, Minseong & Kim, Hyung-Min, 2022. "What online game spectators want from their twitch streamers: Flow and well-being perspectives," Journal of Retailing and Consumer Services, Elsevier, vol. 66(C).
    5. Chao Wang & Zhigang Wang, 2023. "Influence of Customer Knowledge Management on Mobile Fitness Application Customer Value Cocreation Through Flow Experience and Customer Involvement," SAGE Open, , vol. 13(4), pages 21582440231, December.
    6. Hsing-Chieh Huang & Peng-Yeh Lee & Yu-Chih Lo & I-Shen Chen & Chin-Hsien Hsu, 2021. "A Study on the Perceived Positive Coaching Leadership, Sports Enthusiasm, and Happiness of Boxing Athletes," Sustainability, MDPI, vol. 13(13), pages 1-19, June.
    7. Kim, Minseong, 2022. "How can I Be as attractive as a Fitness YouTuber in the era of COVID-19? The impact of digital attributes on flow experience, satisfaction, and behavioral intention," Journal of Retailing and Consumer Services, Elsevier, vol. 64(C).
    8. Gong, Tao & Fan, Zhenni & Popovic, Stevo & Agudamu, & Wang, Guangxing, 2022. "Copyright protection of live esports broadcast under China's new Copyright Law," Technology in Society, Elsevier, vol. 71(C).
    9. Kim, Minseong, 2021. "Does playing a video game really result in improvements in psychological well-being in the era of COVID-19?," Journal of Retailing and Consumer Services, Elsevier, vol. 61(C).
    10. Chaoyu Yin & Yihan Huang & Daehwan Kim & Kyungun Kim, 2023. "The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement," Sustainability, MDPI, vol. 15(16), pages 1-22, August.

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