eSports-organized video game competitions-are growing in popularity, with top tournaments drawing crowds of spectators rivaling traditional sporting events. Understanding the extent to which eSport ...operates similarly to traditional sport is vital to developing marketing strategies for the eSport industry and informing academic research on eSport. Prior research has examined eSports in isolation from traditional sports, overlooking direct comparisons to understand the degree to which eSport spectators are motivated similarly to traditional sport spectators. The current study measures widely-used sport consumption motives to examine their influence on eSport spectatorship and game attendance frequency. In South Korea, spectator motives across one traditional sport (soccer) and two eSport contexts (FIFA Online 3 and StarCraft II) were measured. MANOVA results identify similar patterns for 11 out of 15 motives across the three. Significant differences between contexts include vicarious achievement, excitement, physical attractiveness, and family bonding. Multiple regression analysis results show that spectators across contexts have distinct sets of motives influencing game attendance. The current study demonstrates that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market eSport events similarly to traditional sport events.
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CEKLJ, FSPLJ, IZUM, KILJ, NUK, PILJ, SAZU, UL, UM, UPUK
PURPOSE This study aimed to identify the influence of certain factors on spectators' spectating behavior through the analysis of spectator-type Taekwondo spectators’ spectating behavior by applying ...the extended theory of planned behavior and embodied cognition theory and considering spectators’ desire to stay. METHODS A total of 305 surveys were used as the final sample. SPSS 24.0 and AMOS 26.0 were used for frequency , correlation, confirmatory factor, and structural equation model analyses. RESULTS First, attitudes, subjective norms, perceived behavioral control, and prior knowledge, which are predictors of the extended theory of planned behavior, had a statistically significant effect on the spectators’ desire to stay. Second, the spectators’ desire to stay had a statistically significant effect on the spectators’ content , environment, and behavior. Third , the spectators’ content and environment, which are sub-factors of the embodied cognition theory, had a statistically significant effect on the spectators’ behavior. CONCLUSIONS The study results suggest that attitudes, subjective norms, perceived behavior control, and prior knowledge, which are predictors of the extended theory of planned behavior, have a positive effect on the embodied cognition and spectator behavior of spectator-type Taekwondo spectators.
Despite the widespread interest in leveraging non-player characters (NPCs) to enhance gameplay experiences, there is a gap in understanding of how NPC spectators (i.e., those virtual characters in ...the scene that watch users' actions) affect players. For instance, the impact of NPC spectators' presence and feedback on players' performance and experience has not been studied, especially in virtual reality (VR) exergames. This paper aims to fill this gap and reports two user studies that assess their effect on such games. Study 1 explored the impact of having NPC spectators present and their feedback available in a gesture-based VR exergame and found having NPC spectators and their feedback could improve players' game performance, experience, and exertion. Based on Study 1's results, we further explored two characteristics of the spectators-their group size (small/large) and their feedback (with/without). The results show that (1) a large spectator number is more helpful since it improves the overall game experience (higher competence, flow, immersion), increases AvgHR% (the average heart rate percentage divided by the maximum heart rate), and enhances performance (improved players' combo performance and increased gesture success rate for particular gesture); (2) spectator feedback is instrumental in improving players' performance (higher gesture success rates, more combos performed successfully, more monster's combos prevented), enhancing game experience (positive affect, competence, flow, and immersion), and reducing negative game experience, increasing exertion (AvgHR% and burned more calories). Based on the results, we derived two main design recommendations for VR exergames that could pave the way for improving gameplay performance and game experience, especially among young adults.
Spectator motives have been conventionally used to explain sport spectator behavior, such as word-of-mouth recommendations and revisit intention. A review of the literature suggests that the ...predictability of spectator motives is both inconsistent and context dependent. We proposed
that these factors can be reconciled by directly examining the role of spectator well-being in the relationship between spectator motives and repatronage behavior. Our findings revealed that spectator well-being significantly mediates the effects of 5 motives, that is, achievement, aesthetics,
knowledge, family, and escape, on sport spectator revisit intention and word-of-mouth recommendations. Future research directions are also discussed.
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DOBA, FSPLJ, IZUM, KILJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to ...multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.
목적 본 연구의 목적은 확장된 계획행동이론과 체화된 인지이론을 관람형 태권도 관람객들의 관람행동에 적용하여 관람행동을 유도할 수 있는 주요 요인들 간의 영향관계를 규명하는 것이다.
방법 2019년 10월부터 2020년 1월까지 개최된 관람형 태권도 관람객 330명을 표본집단으로 선정하여 연구자가 직접 관람현장에서 조사를 실시하였으며, 불성실하게 응답된 ...25부를 제외한 305부를 최종 유효표본으로 선정하여 분석하였다. 자료처리방법으로는 SPSS 24.0 및 AMOS 26.0 프로그램을 이용하여 빈도분석, 확인적 요인분석, 상관 관계분석, 구조방정식모형분석을 실시하였다.
결과 첫째, 확장된 계획행동이론의 태도는 관람형 태권도 관람객의 관람지속욕구에 유의한 영향을 미쳤다. 둘째, 확장된 계획행동이론의 주관적 규범은 관람형 태권도 관람객의 관람지속욕구에 유의한 영향을 미쳤다. 셋째, 확장된 계획행동이론의 지각된 행동통제는 관람형 태권도 관람객의 관람지속욕구에 유의한 영향을 미쳤다. 넷째, 확장된 계획 행동이론의 추가변수인 사전지식은 관람형 태권도 관람객의 관람지속욕구에 유의한 영향을 미쳤다. 다섯째, 관람형 태권도 관람객의 관람지속욕구는 체화된 인지의 관람내용에 유의한 영향을 미쳤다. 여섯째, 관람형 태권도 관람객의 관람지속욕구는 체화된 인지의 관람환경에 유의한 영향을 미쳤다. 일곱째, 관람형 태권도 관람객의 관람지속욕구는 관람행동에 유의한 영향을 미쳤다. 여덟째, 체화된 인지의 관람내용은 관람행동에 유의한 영향을 미쳤다. 아홉째, 체 화된 인지의 관람환경은 관람행동에 유의한 영향을 미쳤다.
결론 본 연구는 관람형 태권도 관람객들의 관람행동에 있어 관람객들 스스로가 인식하는 관람행동에 대한 호의적인 태도, 가족 또는 친구들과 같은 주변 인물들이 바라보는 시선과 견해, 환경여건의 통제와 경기관람 몰입에 도움을 주는 사전지식이 중요한 변수로 작용함을 밝혀주고 있다. 또한 관람형 태권도 경기에 대한 관람객들의 관람내용과 관람 환경의 체화된 인지는 관람객들의 관람행동을 유발시키는데 긍정적인 영향을 미치는 것으로 사료된다.
PURPOSE This study aimed to identify the influence of certain factors on spectators' spectating behavior through the analysis of spectator-type Taekwondo spectators’ spectating behavior by applying the extended theory of planned behavior and embodied cognition theory and considering spectators’ desire to stay. METHODS A total of 305 surveys were used as the final sample. SPSS 24.0 and AMOS 26.0 were used for frequency, correlation, confirmatory factor, and structural equation model analyses. RESULTS First, attitudes, subjective norms, perceived behavioral control, and prior knowledge, which are predictors of the extended theory of planned behavior, had a statistically significant effect on the spectators’ desire to stay. Second, the spectators’ desire to stay had a statistically significant effect on the spectators’ content, environment, and behavior. Third, the spectators’ content and environment, which are sub-factors of the embodied cognition theory, had a statistically significant effect on the spectators’ behavior. CONCLUSIONS The study results suggest that attitudes, subjective norms, perceived behavior control, and prior knowledge, which are predictors of the extended theory of planned behavior, have a positive effect on the embodied cognition and spectator behavior of spectator-type Taekwondo spectators.
The purpose of this study is to explore spectators' worries and attitudes during the COVID-19 pandemic and to compare them by age group. The survey was conducted with spectators at a home match for ...Victorina Himeji, a professional women's volleyball club in Japan. Two hundred and seventeen spectators rated their worries about becoming infected with COVID-19 after being in the arena as well as their attitudes during the COVID-19 pandemic. The results reveal that spectators visiting the arena had significant levels of worry related to the attendees (e.g., “Gathering crowds of people in the arena” and “Possibility that someone in the arena is infected with COVID-19”). Furthermore, younger people were more worried about COVID-19 infection than other age groups, although no significant difference in attitudes appeared among the age groups. The findings of this study suggest the importance of practicing social distancing in the arena as well as measuring spectators' body temperature before they enter the arena. Furthermore, sport event organizers may need to implement the strategy of infection prevention based on spectators' age groups and other personal attributes.
The purpose of this study is to explore spectators' worries and attitudes during the COVID-19 pandemic and to compare them by age group. The survey was conducted with spectators at a home match for ...Victorina Himeji, a professional women's volleyball club in Japan. Two hundred and seventeen spectators rated their worries about becoming infected with COVID-19 after being in the arena as well as their attitudes during the COVID-19 pandemic. The results reveal that spectators visiting the arena had significant levels of worry related to the attendees (e.g., “Gathering crowds of people in the arena” and “Possibility that someone in the arena is infected with COVID-19”). Furthermore, younger people were more worried about COVID-19 infection than other age groups, although no significant difference in attitudes appeared among the age groups. The findings of this study suggest the importance of practicing social distancing in the arena as well as measuring spectators' body temperature before they enter the arena. Furthermore, sport event organizers may need to implement the strategy of infection prevention based on spectators' age groups and other personal attributes.
Being a spectator in the theater has not always meant watching a performance while sitting quietly in the dark. There was a time when theaters were fully lit and very noisy. A whole range of ...legislative, administrative, architectural, and aesthetic reforms as well as state ordinances were needed to tame this quarrelsome and undisciplined mass and to transform it into a contemplative and empathic audience that became a function of the imagination. There is a close connection between the development of a theater that had become an agent of government and the emergence of increasingly effective mechanisms of theatrical illusion. Governmentality generates a new aesthetic that aims to steer the audience in certain directions, to determine and to control it. It goes without saying that theater, especially modern theater, has had a decisive effect in this direction. Theater was and is both an agent of governmentality and its critique. Now, this critique has manifested itself and continues to manifest itself in projects aimed at emancipating the public from any kind of governmentality via the stage itself. Yet the stage remains an agent of governmentality even as it seeks to evade this function. This is a paradox that is perhaps constitutive and necessary to theater. The question now is whether this paradox can be resolved and whether an autonomous emancipation of the audience—one that is not governed by the stage—can be imagined, and, if so, in what forms. Put otherwise, it is a question of whether the spectator “without someone else’s guidance” can alienate himself from this position and become a self-determined subject.
The spectacular rise of esports and its live events have drawn increasing interests from sport and leisure studies. Little information, however, is known on motives behind spectators' attendance of ...esports events. Based on a mixed-method design consisting of data collected in cross-cultural settings, we developed and validated an eight-factor measurement scale related to the motives of attending live esports events. In this study, we contend that esports event creates a space where virtual and physical experience are mutually constituted. While motives found in traditional sports and event research are present in the current study, motives unique to esports events are also highlighted, particularly related to its embodied physicality. The study further reveals that male attendees are more likely to be driven by the opportunities of knowledge acquisition, game drama, and social interaction than their female counterparts. This study, therefore, makes novel contributions to empirical knowledge on consumers of competitive gaming events.
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BFBNIB, FSPLJ, NUK, PILJ, SAZU, UL, UM, UPUK