Abstract
There are two primary aims of this study. The first is to investigate if the motivation scale for sports consumption (MSSC) developed by Trail and James (2001), and adopted by many researchers in the context of traditional sports, can effectively be applied to esports, sports video gaming genre, fans. And to determine how it can be modified to better address the motivations of esports fans. The second is to use some of the data gathered in the first investigation to explore the differences in audience expectations of a live esports StreamCast, specifically sports video gaming and a live traditional sports broadcast.
Presenters
Laurel Michele WalzakAssociate Professor, Sport, Toronto Metropolitan University, Canada
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
KEYWORDS
Esports, Live Sports, Video Games
Digital Media
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