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电子竞技和真正的体育迷之间的观众行为比较
Taeyeon Oh1, Joon-Ho Kang2, Younghan Lee3
1Seoul AI School, aSSIST University, Seoul 03767, Republic of Korea.
Behavioral sciences (Basel, Switzerland)
|April 26, 2024
概括
观众的动机显著影响电子竞技与传统体育的媒体传输. 体育参与体验,而不是内容类型,主要区分观众行为和认知需求.
科学领域:
- 心理学 心理学 心理学
- 媒体研究 媒体研究
- 运动科学 运动科学 运动科学
背景情况:
- 了解数字和传统体育运动中的观众行为至关重要.
- 用户和满足理论以及媒体传输理论为分析提供了框架.
- 调查个人体育体验在观众参与中的作用是关键.
研究的目的:
- 为了比较电子竞技和传统体育观众的行为模式.
- 检查游戏体验对真实体育观众行为的影响.
- 确定不同观众群体中动机和媒体传输的主要驱动因素.
主要方法:
- 结构方程建模 (SEM) 用于分析观众动机和媒体传输结果.
- 多组SEM被用来比较不同的观众群体.
- 收集和分析数据以确定重要的关系和差异.
主要成果:
- 认知动机对于电子竞技观众来说比传统体育观众更为关键.
- 具有先前游戏经验的真实体育观众表现出更高的认知需求.
- 电子竞技和传统体育之间的观众行为差异受参与体验的影响.
结论:
- 电子竞技和传统体育的观众行为不同,但参与体验是比内容类型更重要的区分因素.
- 认知需求在不同体育场合的观众动机中发挥着独特的作用.
- 未来的研究应该探索体验和动机在体育媒体消费中的相互作用.
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