eSports in the Age of Interactive Media: Analyzing the Needs of eSports-related Media Consumers among Chinese College Students

Abstract

In recent years, it has been witnessed that eSports grow rapidly especially since the eSports were listed as the 99th official sports competition by the State General Administration of Sports of China. This study surveyed 200 eSports participants among the college students in Beijing on the purpose of investigating the specific characteristics of the participants of eSports and analyzing the motivation of the consumers of eSports-related media in China (on WeChat, Weibo and Panda TV) based on the theory of uses and gratifications. Results revealed that there is an increasingly serious homogenization of the forms and contents on eSports-related media and a lack of personalization and professionalization, with a need of an authoritative platform.

Presenters

Di Tang

Mingming Xu

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

Sporting Cultures and Identities

KEYWORDS

"eSports", " Uses and Gratifications", " Media"

Digital Media

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