The eSports Consumer Motivation and Spending Habits Across D
發(fā)布時(shí)間:2021-01-30 21:26
Ever since the first video game was created in the in the 1950 s,people have been using it as a channel to compete against each other.The gratification players get from beating a game or winning against another player is an addictive feeling.The emergence of arcades and home entertainment systems made it easier for people to measure their skills in an offline environment.Every video game is by definition competitive.Even if one cannot play against another player directly,it is still possible to ...
【文章來源】:上海交通大學(xué)上海市 211工程院校 985工程院校 教育部直屬院校
【文章頁數(shù)】:80 頁
【學(xué)位級(jí)別】:碩士
【文章目錄】:
Acknowledgement
List of abbreviations
Abstract
Introduction
1 Understanding eSports
1.1 What is eSports?
1.2 When did it begin?
1.3 Why does eSports matter today?
1.4 Purpose of the research
2 Literature review
2.1 Comparison between eSports and Traditional Sports
2.1.1 Differences
2.1.2 Similarities
2.2 What are the main eSport genres?
2.2.1 MOBA
2.2.2 FPS
2.2.3 RTS
2.2.4 Fighting
2.2.5 Card games
2.3 Spending
2.4 Motivation Scale for Sport Consumption
2.4.1 Motivation Scale for Sport Consumption applied to traditional sports
2.4.2 Motivation Scale for Sport Consumption applied to eSports
3 Assumptions
4 Methodology
4.1 Data analysis
4.2 Data Sources
4.3 Effectiveness and obstacles of data collection
5 Survey Results
5.1 Demographic representation across all genres
5.2 Main findings across genres
5.2.1 FPS
5.2.2 RTS
5.2.3 MOBA
5.2.4 Fighting
5.2.5 Card games
6 Analysis& Discussion
6.1 Assumption 1 Significant differences exists between different genres of video games seen ineSports in terms of motivation
6.2 Assumption 2 Significant differences exists between different genres of video games seen ineSports in terms of spending
6.3 Assumption 3 All motivational subscales are positively associated with spending on eSport
7 Conclusion
7.1 Limitations& Recommendations of future studies
REFERENCES
APPENDIX 1-QUESTIONAIRE
APPENDIX 2-INTER ITEM MATRIX
本文編號(hào):3009614
【文章來源】:上海交通大學(xué)上海市 211工程院校 985工程院校 教育部直屬院校
【文章頁數(shù)】:80 頁
【學(xué)位級(jí)別】:碩士
【文章目錄】:
Acknowledgement
List of abbreviations
Abstract
Introduction
1 Understanding eSports
1.1 What is eSports?
1.2 When did it begin?
1.3 Why does eSports matter today?
1.4 Purpose of the research
2 Literature review
2.1 Comparison between eSports and Traditional Sports
2.1.1 Differences
2.1.2 Similarities
2.2 What are the main eSport genres?
2.2.1 MOBA
2.2.2 FPS
2.2.3 RTS
2.2.4 Fighting
2.2.5 Card games
2.3 Spending
2.4 Motivation Scale for Sport Consumption
2.4.1 Motivation Scale for Sport Consumption applied to traditional sports
2.4.2 Motivation Scale for Sport Consumption applied to eSports
3 Assumptions
4 Methodology
4.1 Data analysis
4.2 Data Sources
4.3 Effectiveness and obstacles of data collection
5 Survey Results
5.1 Demographic representation across all genres
5.2 Main findings across genres
5.2.1 FPS
5.2.2 RTS
5.2.3 MOBA
5.2.4 Fighting
5.2.5 Card games
6 Analysis& Discussion
6.1 Assumption 1 Significant differences exists between different genres of video games seen ineSports in terms of motivation
6.2 Assumption 2 Significant differences exists between different genres of video games seen ineSports in terms of spending
6.3 Assumption 3 All motivational subscales are positively associated with spending on eSport
7 Conclusion
7.1 Limitations& Recommendations of future studies
REFERENCES
APPENDIX 1-QUESTIONAIRE
APPENDIX 2-INTER ITEM MATRIX
本文編號(hào):3009614
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