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研究生: 黃宗南
Huang, Tsung-Nan
論文名稱: 電競運動觀賞動機與消費行為:遊戲類型與直播類型的影響
eSport Spectator Motives and Consumption Behavior: Game Genres and Live-Streaming Types Matter
指導教授: 馬上鈞
Ma, Shang-Chun
學位類別: 碩士
Master
系所名稱: 管理學院 - 體育健康與休閒研究所
Institute of Physical Education, Health & Leisure Studies
論文出版年: 2020
畢業學年度: 108
語文別: 英文
論文頁數: 74
中文關鍵詞: 電子競技觀賞動機直播消費行為
外文關鍵詞: eSports, Spectator motives, Live-streaming, Consumption behavior
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  • 本研究目的在於調查不同電子競技遊戲類型及不同直播類型對觀賞動機與消費的交互影響。方法:本研究採用質性與量化研究方法,質性研究使用焦點訪談調查了7位電競運動觀眾喜歡的遊戲類型以及直播類型,資料以主題分析法進行分析;量化研究採用立意抽樣的方式,透過線上問卷調查(在PPT、Facebook和專業遊戲論壇上進行問卷發放),在台灣收集312份有效樣本,測量工具包括運動觀賞動機量表(MSSC)、消費行為、遊戲類型和直播類型題項。資料以SPSS 25.0進行分析;交互作用的結果使用SPSS macro PROCESS Model 3來驗證。結果:質性研究結果發現,電子競技觀眾確實會根據特定的遊戲類型來欣賞特定的直播類型;量化研究結果發現,電子競技觀眾的觀賞動機與消費行為會在不同類型的直播媒體及不同類型的遊戲類型之間產生交互作用。本研究提出一市場分類圖說明研究發現與管理上的意涵。整體上,本研究結果有助於解釋為什麼許多人願意花費大量的時間與金錢觀賞電子競技運動。

    Research purpose: Previous studies have paid less attention to eSport spectator motivations and consumption behaviors of watching different types of live-streaming and game genres. To fill the research gap, this study aims to investigate the spectator motivations and consumption based on the interaction effects of live-streaming types and game genres. The Use and Gratifications Theory (UGT) has been heavily relied on in eSport studies. This study extends from the UGT by adopting shopping motivation theory (hedonic and utilitarian) to further explain eSport motivation and consumption. Methods: This study adopted both qualitative and quantitative research methods. In terms of the qualitative research method, a focus group was used to have 7 experienced eSports spectators answer a series of questions regarding their favorite game genres and live-streaming types. Thematic analysis was used to analyze the data. In terms of the quantitative research method, purposive sampling was used to collect a valid sample of 312 respondents in Taiwan via an online survey (administered on a Bulletin Board System, Facebook and professional forum). The measurement tools include the Motivation Scale for Sport Consumption (MSSC), consumption behaviors and game genres and live-streaming types. The data were then analyzed using the statistical software SPSS 25.0. The moderation effects were examined using the SPSS macro PROCESS Model 3. Results: The results of the qualitative research found that eSports spectators seem to watch specific game genres via specific live-streaming types. The results were further verified by quantitative research. The results showed that eSports spectators’ motivations and consumption behaviors are determined by different types of live-streaming and different types of game genres. A matrix of eSport spectator segments was developed to illustrate the findings and managerial implications. Overall, this study helps to explain why many people are spending large amounts of time and money on eSport spectating.

    CONTENTS 口試合格證明書 I ABSTRACT II 摘要 IV 致謝 V LIST OF TABLES VII LIST OF FIGURES VIII CHAPTER ONE INTRODUCTION 1 1.1 BACKGROUND 1 1.2 THE SIGNIFICANCE OF THIS STUDY 4 CHAPTER TWO LITERATURE REVIEW 5 2.1 WHAT IS ESPORTS? 5 2.1.1 Is eSport a kind of sport? 6 2.1.2 The growth of eSports 7 2.1.3 eSports venues 8 2.2 WHAT IS ESPORTS LIVE-STREAMING? 9 2.3 ESPORTS SPECTATOR MOTIVES AND THEORETICAL BASE 11 2.3.1 Why do people watch eSports live-streaming? 13 2.4 ESPORTS LIVE-STREAMING CONSUMPTION 14 2.5 MARKET SEGMENTATION 15 2.6 MODERATION EFFECT OF GAME GENRES AND LIVE-STREAMING TYPES 18 2.7 CONCEPTUAL FRAMEWORK 21 CHAPTER THREE METHODS 22 3.1 QUALITATIVE RESEARCH 22 3.1.1 Focus group 22 3.1.2 Participants of the focus group 22 3.1.3 Data analysis 23 3.2 QUANTITATIVE RESEARCH 23 3.2.1 Sampling 23 3.3 MEASUREMENT 25 3.4 DATA ANALYSIS 27 CHAPTER FOUR RESULTS 28 4.1 BACKGROUND OF THE INTERVIEWEES 28 4.2 DO ESPORTS SPECTATORS WATCH SPECIFIC GAME GENRES ON SPECIFIC LIVE-STREAMING TYPES? 29 4.3 THE DESCRIPTIVE ANALYSIS OF MEASURING ITEMS 29 4.4 MODERATION EFFECT 32 4.5 NUMBER OF CLUSTERS 38 4.6 CLUSTER DEMOGRAPHIC PROFILES AND DISCRIMINANT ANALYSIS. 40 CHAPTER FIVE DISCUSSION 42 5.1 THEORETICAL CONTRIBUTION 43 5.2 THE MODERATION EFFECT AND SEGMENTATION 43 5.3 MANAGERIAL IMPLICATIONS 46 5.4 LIMITATIONS AND FUTURE STUDIES 49 REFERENCES 51 APPENDIX 65

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