Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


Journal

2021 | 47 | 2 | 74-83

Article title

Explaining consumer engagement in e-sports – demographic and social considerations

Content

Title variants

PL
Badanie zaangażowania konsumentów w e-sport – uwarunkowania demograficzne I społeczne

Languages of publication

Abstracts

PL
Celem niniejszego artykułu, wykorzystującego założenia z zakresu marketingu i psychologii społecznej, jest lepsze zrozumienie sposobów angażowania konsumentów w e-sport przy wykorzystaniu identyfikacji z marką oraz uwarunkowań demograficznych (m.in. wiek, wykształcenie) jako zmiennych antycypacyjnych. Aby wyjaśnić zaangażowanie konsumentów w marki związane z e-sportem, zebrano dane na próbie 216 osób grających w Leagueof Legends, za pośrednictwem rynku crowdsourcingowego Mechanical Turk. Wykorzystując podejście quasi-eksperymentalne i modelowanie równań strukturalnych, wykazano, że identyfikacja z marką wpływa na zaangażowanie konsumentów w pozytywny sposób. Wyniki wskazują, że wiek ma negatywny, a wykształcenie pozytywny wpływ na identyfikację marki i zaangażowanie konsumentów.
EN
Based on assumptions from marketing and social psychology, this paper aims at obtaining a better understanding on how to engage consumers in e-Sports using brand identification and demographic dispositions (i.e., age, education) as antecedent variables. We collected a sample of 216 League of Legends consumers, via the crowdsourcing marketplace Mechanical Turk to explain consumer engagement of e-Sports brands. Using a quasi-experimental approach and structural equation modelling, we show that brand identification affects consumer engagement in a positive manner. Our results indicate that age has a negative and education a positive influence on brand identification and consumer engagement.

Journal

Year

Volume

47

Issue

2

Pages

74-83

Physical description

Dates

published
2021

Contributors

  • University of Siegen
author
  • South Westphalia University
  • University of Siegen

References

  • Abbasi A. Z., Asif M., Hollebeek L. D., Islam J. U., Ting D. H., Rehman U. (2020), The effects of consumer esports videogame engagement on consumption behaviors, [in:] “Journal of Product & Brand Management”.
  • Batat W. (2012), How do adolescents define consumer vulnerability? Toward a youth-centric approach. ACR North American Advances, https://www.acrwebsite.org/volumes/1011864/volumes/v40/NA-40
  • Bathurst E. (2017), The Average Age of Esports Viewers is Higher than You May Think, says GameScape from Interpret, LLC. The Esports Observer, https://esportsobserver.com/average-age-esports-viewersgamescape/
  • Bergami M., Bagozzi R. P. (2000), Self-categorization, affective commitment and group self-esteem as distinct aspects of social identity in the organization, “British Journal of Social Psychology”, 39(4), pp. 555-577.
  • Chasteen A. L. (2005), Seeing eye-to-eye: Do intergroup biases operate similarly for younger and older adults? “The International Journal of Aging and Human Development”, 61(2), pp. 123-139.
  • Cornwell T. B., Coote L. V. (2005), Corporate sponsorship of a cause: The role of identification in purchase intent, “Journal of Business Research”, 58(3), pp. 268-276.
  • Erikson E. H., Erikson J. M. (1998),The life cycle completed (extended version), WW Norton & Company.
  • Harter J. K., Schmidt F. L., Hayes T. L. (2002), Business-unit-level relationship between employee satisfaction, employee engagement, and business outcomes: A meta-analysis, “Journal of applied psychology”, 87(2), p. 268.
  • Keller K. L. (2001),Building customer-based brand equity: A blueprint for creating strong brands. Marketing Science Institute Cambridge, MA.
  • Kim H.-W., Chan H. C., Kankanhalli A. (2012), What Motivates People to Purchase Digital Items on Virtual Community Websites? The Desire for Online Self-Presentation, “Information Systems Research”, 23(4), pp. 12321245.
  • Kordyaka B., Hribersek S. (2019), Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions.Proceedings of the 52nd Hawaii International Conference on System Sciences.
  • Kordyaka B., Hribersek S., Kruse B., Niehaves B. (2020), Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective. GamiFIN 2020, Levi, Finland.
  • Kordyaka B., Jahn K., Niehaves B. (2018), Purchase Intentions in League of Legends? The Role of Individual and Cultural Differences for Explaining Social Identification.Proceedings of the MCCSIS 2018, pp. 145-152.
  • Kordyaka B., Jahn K., Niehaves B. (2020), To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports, “International Journal on Media Management”, 22(1), pp. 49-66.
  • Kordyaka B., Laato S., Müller M., Niehaves B. (2021), Architecture of Belonging–A Social Identity-based Design Theory of Community Identification in Multiplayer Video Games. Proceedings of the 54th Hawaii International Conference on System Sciences, p. 5389.
  • Lang K., Shang R., Vragov R. (2015), Consumer Co-creation of Digital Culture Products: Business Threat or New Opportunity?,“Journal of the Association for Information Systems”, 16(9), p. 766.
  • Myers D. (2012), Social Psychology, McGraw-Hill Education.
  • Pechmann C., Moore E. S., Andreasen A. R., Connell P.M., Freeman D., Gardner M. P., Heisley D., Lefebvre R. C., Pirouz D. M., Soster R. L. (2011), Navigating the central tensions in research on atrisk consumers: Challenges and opportunities, “Journal of Public Policy & Marketing”, 30(1), pp. 23-30.
  • Scholz T. (2019),Esports is business: Management in the world of competitive gaming, Springer Berlin Heidelberg.
  • Statista (2021a), Global eSports market revenue 2024, Statista, https://www.statista.com/statistics/490522/global-esports-market-revenue/
  • Statista (2021b), Global eSports viewership by viewer type 2022, Statista, https://www.statista.com/statistics/490480/global-esportsaudiencesize-viewer-type/
  • Tajfel H., Turner J. C. (2004),The Social Identity Theory of Intergroup Behavior, [in:] Political psychology, eds. J. T. Jost, J. Sidanius, Psychology Press, pp. 276–293, DOI: https://doi.org/10.4324/9780203505984-16
  • Wu W.-Y., Tsai C.-H. (2008),The empirical study of CRM: Consumercompany identification and purchase intention in the direct selling industry, “International Journal of Commerce and Management”, 17(3), pp. 194-210.

Document Type

Publication order reference

Identifiers

Biblioteka Nauki
2082256

YADDA identifier

bwmeta1.element.ojs-doi-10_34768_rl_2021_v472_06
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.