skip to main content
10.1145/3217804.3217908acmotherconferencesArticle/Chapter ViewAbstractPublication PagessmsocietyConference Proceedingsconference-collections
research-article

Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?

Authors Info & Claims
Published:18 July 2018Publication History

ABSTRACT

There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go --- including when we attend live events. Uncovering why individuals use social media during live events can help improve event organization, marketing, and the experiences of attendees. Our understanding of the motivations for using social media during live events is, however, still lacking in depth, especially in regard to emerging live events such as esports. This study aims to answer the question: what motivates the use of social media during live esports events? Data was gathered via a survey (N=255) at the 'Assembly 2016' LAN-event, a major live esports event. We examine the relationships between using various social media services and the motivations for esports spectating, through the Motivation Scale for Sports Consumption. While the results indicate that using social media services while attending Assembly 2016 was quite popular, it seemed that in many cases social media usage was a distraction from esports spectating, a core activity of the event. The results provide implications as to how marketers of live esports events should encourage or control usage of social media by attendees.

References

  1. Assembly. 2018. History. Retrieved January 24, 2018 from http://www.assembly.org/winter18/about-us/history/Google ScholarGoogle Scholar
  2. Joseph B. Bayer, Nicole B. Ellison, Sarita Y. Schoenebeck, and Emily B. Falk. 2016. Sharing the small moments: ephemeral social interaction on Snapchat. Information Communication and Society 19, 7 (2016), 956--977.Google ScholarGoogle ScholarCross RefCross Ref
  3. Lucy Bennett. 2012. Patterns of listening through social media: Online fan engagement with the live music experience. Social Semiotics 22, 5 (2012), 545--557.Google ScholarGoogle ScholarCross RefCross Ref
  4. Matthew Blaszka, Lauren M. Burch, Evan L. Frederick, Galen Clavio, and Patrick Walsh. 2012. #WorldSeries: An Empirical Examination of a Twitter Hashtag during a Major Sporting Event. International Journal of Sport Communication 5, 4 (2012), 435--453.Google ScholarGoogle ScholarCross RefCross Ref
  5. Claude M.J. Braun and Josette Giroux. 1989. Arcade Video Games: Proxemic, Cognitive and Content Analyses. Journal of Leisure Research 21, 2 (1989), 92--105.Google ScholarGoogle ScholarCross RefCross Ref
  6. Marcus Carter and Martin R Gibbs. 2013. eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition. Fdg (2013), 47--54.Google ScholarGoogle Scholar
  7. Gifford Cheung and Jeff Huang. 2011. Starcraft from the stands: understanding the game spectator. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2011), 763--772. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. WW Chin. 1998. The partial least squares approach to structural equation modeling. Modern methods for business research 295, 2 (1998), 295--336.Google ScholarGoogle Scholar
  9. Aaron Cohen and Anat Avrahami. 2005. Soccer Fans' Motivation as a Predictor of Participation in Soccer-Related Activities: an Empirical Examination in Israel. Social Behavior & Personality: An International Journal 33, 5 (2005), 419--434.Google ScholarGoogle ScholarCross RefCross Ref
  10. Thomas D Cook and Donald T Campbell. 1979. Quasi-experiemntation: design and analysis issues for field settings. Houghton Mifflin, Boston, MA.Google ScholarGoogle Scholar
  11. Anqi Cui, Min Zhang, Yiqun Liu, Shaoping Ma, and Kuo Zhang. 2012. Discover breaking events with popular hashtags in twitter. In Proceedings of the 21st ACM international conference on Information and knowledge management - CIKM '12, 1794. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Wann D.L. and Wilson A.M. 1999. Relationship between aesthetic motivation and preferences for aggressive and nonaggressive sports. Perceptual and motor skills 89, 931--934.Google ScholarGoogle Scholar
  13. Wenjing Duan, Bin Gu, and Andrew B. Whinston. 2008. The dynamics of online word-of-mouth and product sales-An empirical investigation of the movie industry. Journal of Retailing 84, 2 (2008), 233--242.Google ScholarGoogle ScholarCross RefCross Ref
  14. Gunn Sara Enli and Eli Skogerbø. 2013. Personalised Campaigns in Party-Centered Politics: Twitter and Facebook as Arenas for Political Communication. Information, Communication & Society 16, 5 (2013), 757--774.Google ScholarGoogle ScholarCross RefCross Ref
  15. B J Fogg and Cordura Hall. 2008. Mass Interpersonal Persuasion: An Early View of a New Phenomenon 2 Facebook Makes a New Form of Persuasion Possible 3 A Stanford Course Leverages Mass Interpersonal Persuasion. Persuasive Technology 2008 (2008), 23--34. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. C Fornell and D F Larcker. 1981. Evaluating Structural Equation Models With Unobservable Variables and Measurement Error. Journal of Marketing Research 18, 1 (1981), 39--50.Google ScholarGoogle ScholarCross RefCross Ref
  17. Christian Fuchs. 2014. Digital prosumption labour on social media in the context of the capitalist regime of time. Time & Society 23, 1 (2014), 97--123.Google ScholarGoogle ScholarCross RefCross Ref
  18. Sally M. Gainsbury, Alex M.T. Russell, Daniel L. King, Paul Delfabbro, and Nerilee Hing. 2016. Migration from social casino games to gambling: Motivations and characteristics of gamers who gamble. Computers in Human Behavior 63, (2016), 59--67. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Mark D. Griffiths, Mark N.O. Davies, and Darren Chappell. 2003. Breaking the Stereotype: The Case of Online Gaming. CyberPsychology & Behavior 6, 1 (2003), 81--91.Google ScholarGoogle ScholarCross RefCross Ref
  20. Nils Gustafsson. 2012. The subtle nature of Facebook politics: Swedish social network site users and political participation. New Media and Society 14, 7 (2012), 1111--1127.Google ScholarGoogle ScholarCross RefCross Ref
  21. J. Hamari and M. Sjöblom. 2017. What is eSports and why do people watch it? Internet Research 27, 2 (2017).Google ScholarGoogle Scholar
  22. Brett Hutchins. 2016. "We don"t need no stinking smartphones!' Live stadium sports events, mediatization, and the non-use of mobile media. Media, Culture and Society 38, 3 (2016), 420--436.Google ScholarGoogle ScholarCross RefCross Ref
  23. Bernard J. Jansen, Mimi Zhang, Kate Sobel, and Abdur Chowdury. 2009. Twitter power: Tweets as electronic word of mouth. Journal of the American Society for Information Science and Technology 60, 11 (2009), 2169--2188. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Kasthuri Jayarajah and Archan Misra. 2016. Can Instagram posts help characterize urban micro-events? FUSION 2016 - 19th International Conference on Information Fusion, Proceedings (2016), 130--137.Google ScholarGoogle Scholar
  25. Seth E. Jenny, R. Douglas Manning, Margaret C. Keiper, and Tracy W. Olrich. 2017. Virtual(ly) Athletes: Where eSports Fit Within the Definition of "Sport." Quest 69, 1 (2017), 1--18.Google ScholarGoogle ScholarCross RefCross Ref
  26. Karl G. Jöreskog and Dag Sörbom. 2005. LISREL 8.70: User's reference guide.Google ScholarGoogle Scholar
  27. Adam J. Karg and Heath McDonald. 2011. Fantasy sport participation as a complement to traditional sport consumption. Sport Management Review 14, 4 (2011), 327--346.Google ScholarGoogle ScholarCross RefCross Ref
  28. Elihu Katz, Jay G. Blumler, and Michael Gurevitch. 1973. Uses and Gratifications Research. Public Opinion Quarterly 37, 4 (1973), 509.Google ScholarGoogle ScholarCross RefCross Ref
  29. Robert V. Kozinets, Kristine de Valck, Andrea C. Wojnicki, and Sarah J. Wilner. 2010. Networked Narratives: Understanding Word-of-Mouth Marketing in Online Communities. Journal of Marketing 74, 2 (2010), 71--89.Google ScholarGoogle ScholarCross RefCross Ref
  30. Anders Olof Larsson and Hallvard Moe. 2012. Studying political microblogging: Twitter users in the 2010 Swedish election campaign. New Media and Society 14, 5 (2012), 729--747.Google ScholarGoogle ScholarCross RefCross Ref
  31. Choong Ki Lee, Namho Chung, and Bo J. Bernhard. 2014. Examining the structural relationships among gambling motivation, passion, and consequences of internet sports betting. Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming 30, 4 (2014), 845--858.Google ScholarGoogle Scholar
  32. Donghun Lee and Linda J Schoenstedt. 2011. Comparison of eSports and Traditional Sports Consumption Motives. Lee, D., & Schoenstedt, L. J. (2011). Comparison of eSports and Traditional Sports Consumption Motives. ICHPER--SD Journal of Research in Health, Physical Education, Recreation, Sport & Dance, 6(2). 6, 2 (2011), 39--44.Google ScholarGoogle Scholar
  33. Eunji Lee, Jung-Ah Lee, Jang Ho Moon, and Yongjun Sung. 2015. Pictures Speak Louder than Words: Motivations for Using Instagram. Cyberpsychology, Behavior, and Social Networking 18, 9 (2015), 552--556.Google ScholarGoogle ScholarCross RefCross Ref
  34. Andrew Lipsman, Graham Mudd, Mike Rich, and Sean Bruich. 2012. The power of "like": How brands reach (and influence) fans through social-media marketing. Journal of Advertising Research 52, 40--52.Google ScholarGoogle ScholarCross RefCross Ref
  35. Gilad Lotan, Erhardt Graeff, Mike Ananny, Devin Gaffney, Ian Pearce, and danah boyd. 2011. The Arab Spring| The Revolutions Were Tweeted: Information Flows during the 2011 Tunisian and Egyptian Revolutions. International Journal of Communication 5, 0 (2011), 31. DOI:https://doi.org/1932--8036/2011FEA1375Google ScholarGoogle Scholar
  36. Misa Maruyama, Scott P. Robertson, Sara Douglas, Bryan Semaan, and Heather Faucett. 2014. Hybrid Media Consumption: How Tweeting During a Televised Political Debate Influences the Vote. Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing - CSCW '14 (2014), 1422--1432. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Nielsen. 2017. The Esports Playbook. Las Vegas, NV.Google ScholarGoogle Scholar
  38. Jum C. Nunnally. 1978. Psychometric Theory.Google ScholarGoogle Scholar
  39. Official statistics of Finland. 2016. Use of information and communications technology by individuals. Retrieved April 9, 2018 from https://www.stat.fi/til/sutivi/2016/sutivi_2016_2016-12-09_tie_001_en.htmlGoogle ScholarGoogle Scholar
  40. Rodney J. Paul and Andrew P. Weinbach. 2013. Baseball: A Poor Substitute for Football-More Evidence of Sports Gambling as Consumption. Journal of Sports Economics 14, 115--132.Google ScholarGoogle ScholarCross RefCross Ref
  41. Philip M. Podsakoff, Scott B. MacKenzie, Jeong Yeon Lee, and Nathan P. Podsakoff. 2003. Common Method Biases in Behavioral Research: A Critical Review of the Literature and Recommended Remedies. Journal of Applied Psychology 88, 879--903.Google ScholarGoogle ScholarCross RefCross Ref
  42. Vicente Prado-Gascó, Ferran Calabuig Moreno, Vicente Añó Sanz, Juan Núñez-Pomar, and Josep Crespo Hervás. 2017. To post or not to post: social media sharing and sporting event performance. Psychology and Marketing 34, 11 (2017), 995--1003.Google ScholarGoogle ScholarCross RefCross Ref
  43. Erik Qualman. 2012. Socialnomics: How social media transforms the way we live and do business. Book, 336. Google ScholarGoogle ScholarDigital LibraryDigital Library
  44. Anabel Quan-Haase and Alyson L. Young. 2010. Uses and Gratifications of Social Media: A Comparison of Facebook and Instant Messaging. Bulletin of Science, Technology & Society 30, 5 (2010), 350--361.Google ScholarGoogle ScholarCross RefCross Ref
  45. Christian M. Ringle, Sven Wende, and Jan-Michael Becker. 2015. Ringle, Christian M., Wende, Sven, & Becker, Jan-Michael. (2015). SmartPLS 3. Bönningstedt: SmartPLS. Retrieved from http://www.smartpls.com. Retrieved from, 2015.Google ScholarGoogle Scholar
  46. George Ritzer. 2015. Prosumer Capitalism. Sociological Quarterly 56, 3 (2015), 413--445.Google ScholarGoogle ScholarCross RefCross Ref
  47. Tamara A. Small. 2011. What the hashtag?: A content analysis of Canadian politics on Twitter. Information Communication and Society 14, 6 (2011), 872--895.Google ScholarGoogle ScholarCross RefCross Ref
  48. Nicholas Thiel Taylor. 2016. Now you're playing with audience power: the work of watching games. Critical Studies in Media Communication 33, 4 (2016), 293--307.Google ScholarGoogle ScholarCross RefCross Ref
  49. T.L. Taylor. 2012. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming - T. L. Taylor - Google Books. Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. Sagatomo Tokuyama and T. Christopher Greenwell. 2011. Examining similarities and differences in consumer motivation for playing a watching soccer. Sport Marketing Quarterly 20, 3 (2011), 148--156.Google ScholarGoogle Scholar
  51. Galen T. Trail and Jeffrey D. James. 2001. The Motivation Scale for Sport Consumption: Assessment of the Scale's Psychometric Properties. Journal of Sport Behavior 24, 1 (2001), 108--127.Google ScholarGoogle Scholar
  52. Michael Trusov, Randolph E Bucklin, and Koen Pauwels. 2009. Effects of Word-of-Mouth Versus Traditional Marketing: Findings from Traditional Internet Social Networking Site. Journal of Marketing 73, 5 (2009), 90--102.Google ScholarGoogle ScholarCross RefCross Ref
  53. Zeynep Tufekci and Christopher Wilson. 2012. Social Media and the Decision to Participate in Political Protest: Observations From Tahrir Square. Journal of Communication 62, 2 (2012), 363--379.Google ScholarGoogle ScholarCross RefCross Ref
  54. J. Mitchell Vaterlaus, Kathryn Barnett, Cesia Roche, and Jimmy A. Young. 2016. "snapchat is more personal": An exploratory study on Snapchat behaviors and young adult interpersonal relationships. Computers in Human Behavior 62, (2016), 594--601. Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Michael G. Wagner. 2006. On the Scientific Relevance of eSports. In International Conference on Internet Computing, 437--442.Google ScholarGoogle Scholar
  56. Daniel L. Wann. 1995. Preliminary validation of the sport fan motivation scale. Journal of Sport & Social Issues 19, 4 (1995), 377--396.Google ScholarGoogle ScholarCross RefCross Ref
  57. Daniel L. Wann, Frederick G. Grieve, Ryan K. Zapalac, and Dale G. Pease. 2008. Motivational profiles of sport fans of different sports. Sport Marketing Quarterly 17, 1 (2008), 6--19.Google ScholarGoogle Scholar
  58. Daniel L. Wann, Michael P. Schrader, and Anthony M. Wilson. 1999. Sport fan motivation: Questionnaire validation, comparisons by sport, and relationship to athletic motivation. Journal of Sport Behavior 22, 1 (1999), 114--139. DOI:https://doi.org/ArticleGoogle ScholarGoogle Scholar
  59. Alexandra Weilenmann and Thomas Hillman. 2013. Instagram at the Museum: Communicating the Museum Experience through Social Photo Sharing. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2013), 1843--1852. Google ScholarGoogle ScholarDigital LibraryDigital Library
  60. Richard L. West and Lynn H. Turner. 2010. Introducing Communication Theory: Analysis and Application. Google ScholarGoogle ScholarDigital LibraryDigital Library
  61. Gadi Wolfsfeld, Elad Segev, and Tamir Sheafer. 2013. Social Media and the Arab Spring: Politics Comes First. International Journal of Press/Politics 18, 2 (2013), 115--137.Google ScholarGoogle Scholar

Index Terms

  1. Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Other conferences
          SMSociety '18: Proceedings of the 9th International Conference on Social Media and Society
          July 2018
          405 pages
          ISBN:9781450363341
          DOI:10.1145/3217804

          Copyright © 2018 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 18 July 2018

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article
          • Research
          • Refereed limited

          Acceptance Rates

          Overall Acceptance Rate78of189submissions,41%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader