| Literature DB >> 34222860 |
Wooyoung William Jang1, Kevin K Byon2, Jennifer Pecoraro1, Yosuke Tsuji3.
Abstract
This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewing esports, and hardware enthusiasm. Four esports gameplay consumer groups are proposed (all-around gamer, conventional player, observer, recreational gamer) based on their prior esports experiences (esports gameplay, viewing esports content via media, and hardware enthusiasm). A total of 699 usable observations were initially collected by the online survey. Eventually, 508 observations were retained (127 for each group) for multivariate analysis of variance and subsequent univariate tests. The findings indicated the four esports gameplay consumer groups were empirically supported. Furthermore, this study found similarities and differences for each group based on the six antecedents of esports gameplay intention. The findings indicated hedonic motivation and price value might be considered general factors that may be applied to all esports consumers. Contrarily, the findings indicated that social influence, habit, effort expectancy, and flow might be suitable for tailored marketing strategies targeting esports consumer groups. Theoretically, the suggested esports experience will contribute to the growing body of knowledge aimed at understanding esports consumers' behavior through the consistent clustering of behavioral prior experience. Practically, the proposed esports consumers' clustering will contribute to more efficient marketing, with spending on more targeted marketing leading to effectively reaching the right people.Entities:
Keywords: esports; esports gameplay; game experience; market segmenetation; viewing esports content
Year: 2021 PMID: 34222860 PMCID: PMC8245691 DOI: 10.3389/fspor.2021.669999
Source DB: PubMed Journal: Front Sports Act Living ISSN: 2624-9367
Figure 1Proposed four gamer types.
Indicator loadings (λ), construct reliability (CR), and average variance extracted (AVE) for the variables and items.
| 0.84/0.63 | 0.85/0.66 | 0.73/0.48 | 0.86/0.67 | 0.85/0.65 | ||
| Playing (my favorite esports game) provides me with a lot of enjoyment | 0.86 | 0.88 | 0.80 | 0.91 | 0.82 | |
| I am pleased when I play (my favorite esports game) | 0.78 | 0.80 | 0.71 | 0.77 | 0.80 | |
| I enjoyed playing (my favorite esports game) because it is exciting | 0.75 | 0.75 | 0.55 | 0.77 | 0.80 | |
| 0.86/0.61 | 0.86/0.61 | 0.84/0.57 | 0.80/0.50 | 0.85/0.60 | ||
| The playing of (my favorite esports game) has become a habit for me | 0.79 | 0.76 | 0.78 | 0.78 | 0.78 | |
| Playing (my favorite esports game) has become automatic to me | 0.81 | 0.82 | 0.83 | 0.64 | 0.82 | |
| If I have to select a task in my leisure time, it is an obvious choice for me to play (my favorite esports game) | 0.79 | 0.78 | 0.77 | 0.69 | 0.79 | |
| Playing (my favorite esports game) has become natural to me | 0.74 | 0.76 | 0.64 | 0.72 | 0.69 | |
| 0.86/0.67 | 0.86/0.67 | 0.88/0.71 | 0.88/0.71 | 0.78/0.55 | ||
| Playing (my favorite esports game) is reasonably priced | 0.76 | 0.74 | 0.84 | 0.80 | 0.67 | |
| Playing (my favorite esports game) is a good value for the money | 0.82 | 0.85 | 0.85 | 0.83 | 0.72 | |
| At the current cost (my favorite esports game) provides a good value | 0.87 | 0.86 | 0.84 | 0.90 | 0.82 | |
| 0.86/0.61 | 0.88/0.65 | 0.84/0.57 | 0.81/0.51 | 0.83/0.55 | ||
| Learning how to play (my favorite esports game) is easy for me | 0.83 | 0.86 | 0.78 | 0.77 | 0.79 | |
| My interaction with (my favorite esports game) is clear and understandable | 0.66 | 0.70 | 0.56 | 0.59 | 0.64 | |
| I find (my favorite esports game) easy to play | 0.81 | 0.83 | 0.81 | 0.77 | 0.75 | |
| It is easy for me to become skillful at playing (my favorite esports game) | 0.80 | 0.82 | 0.84 | 0.72 | 0.77 | |
| 0.88/0.71 | 0.85/0.66 | 0.87/0.70 | 0.90/0.75 | 0.86/0.68 | ||
| People who are important to me think that I should play (my favorite esports game) | 0.87 | 0.82 | 0.88 | 0.89 | 0.88 | |
| People who influence my behavior think that I should play (my favorite esports game) | 0.81 | 0.78 | 0.86 | 0.84 | 0.72 | |
| People whose opinions that I value prefer that I play (my favorite esports game) | 0.84 | 0.83 | 0.76 | 0.86 | 0.86 | |
| 0.91/0.76 | 0.92/0.80 | 0.90/0.75 | 0.84/0.64 | 0.89/0.73 | ||
| I frequently experience flow when I play (my favorite esports game) | 0.87 | 0.90 | 0.85 | 0.78 | 0.83 | |
| In general, I have frequently experienced flow when playing (my favorite esports game) | 0.88 | 0.88 | 0.89 | 0.82 | 0.90 | |
| Most of the time, when I play (my favorite esports game), I feel I am experiencing flow | 0.87 | 0.90 | 0.85 | 0.80 | 0.84 |
Correlations among all variables.
| 1. Hedonic motivation | 0.63 | 1 | |||||
| 2. Habit | 0.61 | 0.74 | 1 | ||||
| 3. Price value | 0.67 | 0.56 | 0.51 | 1 | |||
| 4. Effort expectancy | 0.61 | 0.63 | 0.68 | 0.51 | 1 | ||
| 5. Social influence | 0.71 | 0.28 | 0.49 | 0.33 | 0.47 | 1 | |
| 6. Flow | 0.76 | 0.66 | 0.72 | 0.50 | 0.74 | 0.54 | 1 |
| 1. Hedonic motivation | 0.66 | 1 | |||||
| 2. Habit | 0.61 | 0.76 | 1 | ||||
| 3. Price value | 0.67 | 0.58 | 0.53 | 1 | |||
| 4. Effort expectancy | 0.65 | 0.61 | 0.70 | 0.59 | 1 | ||
| 5. Social influence | 0.66 | 0.31 | 0.45 | 0.35 | 0.41 | 1 | |
| 6. Flow | 0.80 | 0.61 | 0.66 | 0.48 | 0.73 | 0.54 | 1 |
| 1. Hedonic motivation | 0.48 | 1 | |||||
| 2. Habit | 0.57 | 0.57 | 1 | ||||
| 3. Price value | 0.71 | 0.65 | 0.48 | 1 | |||
| 4. Effort expectancy | 0.57 | 0.64 | 0.52 | 0.36 | 1 | ||
| 5. Social influence | 0.70 | 0.19 | 0.54 | 0.22 | 0.55 | 1 | |
| 6. Flow | 0.75 | 0.68 | 0.65 | 0.61 | 0.71 | 0.50 | 1 |
| 1. Hedonic motivation | 0.67 | 1 | |||||
| 2. Habit | 0.50 | 0.76 | 1 | ||||
| 3. Price value | 0.71 | 0.42 | 0.36 | 1 | |||
| 4. Effort expectancy | 0.51 | 0.49 | 0.62 | 0.43 | 1 | ||
| 5. Social influence | 0.75 | 0.17 | 0.40 | 0.21 | 0.36 | 1 | |
| 6. Flow | 0.64 | 0.62 | 0.74 | 0.28 | 0.69 | 0.48 | 1 |
| 1. Hedonic motivation | 0.65 | 1 | |||||
| 2. Habit | 0.60 | 0.80 | 1 | ||||
| 3. Price value | 0.55 | 0.53 | 0.54 | 1 | |||
| 4. Effort expectancy | 0.55 | 0.74 | 0.62 | 0.44 | 1 | ||
| 5. Social influence | 0.68 | 0.25 | 0.34 | 0.35 | 0.37 | 1 | |
| 6. Flow | 0.73 | 0.72 | 0.75 | 0.52 | 0.67 | 0.43 | 1 |
p < 0.001.
Means, univariate tests, and post-hoc tests by the four groups.
| HM | 5.787 | 5.929 | 6.01 | 6.27 | 8.076 | 0.000 | G1 vs. G2 | 0.497 |
| G1 vs. G3 | 0.136 | |||||||
| G1 vs. G4 | 0.000 | |||||||
| G2 vs. G3 | 0.875 | |||||||
| G2 vs. G4 | 0.004 | |||||||
| G3 vs. G4 | 0.044 | |||||||
| HB | 5.193 | 5.510 | 5.701 | 6.091 | 19.413 | 0.000 | G1 vs. G2 | 0.043 |
| G1 vs. G3 | 0.000 | |||||||
| G1 vs. G4 | 0.000 | |||||||
| G2 vs. G3 | 0.388 | |||||||
| G2 vs. G4 | 0.000 | |||||||
| G3 vs. G4 | 0.007 | |||||||
| PV | 5.430 | 5.533 | 5.638 | 5.877 | 4.503 | 0.004 | G1 vs. G2 | 0.853 |
| G1 vs. G3 | 0.364 | |||||||
| G1 vs. G4 | 0.003 | |||||||
| G2 vs. G3 | 0.843 | |||||||
| G2 vs. G4 | 0.036 | |||||||
| G3 vs. G4 | 0.241 | |||||||
| EE | 5.289 | 5.443 | 5.789 | 5.921 | 13.281 | 0.000 | G1 vs. G2 | 0.535 |
| G1 vs. G3 | 0.000 | |||||||
| G1 vs. G4 | 0.000 | |||||||
| G2 vs. G3 | 0.013 | |||||||
| G2 vs. G4 | 0.000 | |||||||
| G3 vs. G4 | 0.656 | |||||||
| SO | 4.199 | 4.617 | 4.661 | 5.155 | 13.142 | 0.000 | G1 vs. G2 | 0.033 |
| G1 vs. G3 | 0.014 | |||||||
| G1 vs. G4 | 0.000 | |||||||
| G2 vs. G3 | 0.991 | |||||||
| G2 vs. G4 | 0.003 | |||||||
| G3 vs. G4 | 0.007 | |||||||
| FL | 5.123 | 5.299 | 5.669 | 5.874 | 14.502 | 0.000 | G1 vs. G2 | 0.509 |
| G1 vs. G3 | 0.000 | |||||||
| G1 vs. G4 | 0.000 | |||||||
| G2 vs. G3 | 0.019 | |||||||
| G2 vs. G4 | 0.000 | |||||||
| G3 vs. G4 | 0.372 | |||||||
HM, hedonic motivation; HB, habit; PV, price value; EE, effort expectancy; SO, social influence; FL, flow.
Significant.