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Comparison of eSports and Traditional Sports Consumption Motives.
9 references·6 citing·42 second hop
Comparison of eSports and Traditional Sports Consumption Motives. (2011)Comparison of eSports and Traditional Spo…A THEORY OF HUMAN MOTIVATION (2017)A THEORY OF HUMAN MOTIVATIONSelective Exposure To Communication (2013)Selective Exposure To Communi…Video Game Uses and Gratifications as Predicators of Use and Game Preference. (2006)Video Game Uses and Gratifica…The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)The Structural Characteristic…Breaking the Stereotype: The Case of Online Gaming (2003)Breaking the Stereotype: The …Principles and Practice of Structural Equation Modeling (1998)Principles and Practice of St…Media uses and effects: A uses-and-gratifications perspective. (1994)Media uses and effects: A use…Second-class citizens? (1993)Second-class citizens?COMMUNICATIONS RESEARCH SINCE LAZARSFELD (1987)COMMUNICATIONS RESEARCH SINCE…Esports matrix: Structuring the esports research agenda (2020)Esports matrix: Structuring t…A new frontier: alcohol sponsorship activation through esports (2020)A new frontier: alcohol spons…The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers (2019)The mediating effect of motiv…Sport psychology in a virtual world: Considerations for practitioners working in eSports (2018)Sport psychology in a virtual…eSport vs sport: A comparison of spectator motives (2018)eSport vs sport: A comparison…Career Transitions of eSports Athletes: A Proposal for a Research Framework (2017)Career Transitions of eSports…The psychology of sex differences (1975)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Psychological Predictors of Problem Mobile Phone Use (2005)Problems with the Concept of Video Game “Addiction”: Some Case Study Examples (2007)Compulsive Internet Use: The Role of Online Gaming and Other Internet Applications (2010)Video Game Addiction: Past, Present and Future (2012)Online computer gaming: a comparison of adolescent and adult gamers (2003)Demographic Factors and Playing Variables in Online Computer Gaming (2004)Physical Interpersonal Relationships and Social Anxiety among Online Game Players (2005)Problematic Internet use and psychosocial well-being among MMO players (2009)Purposive Behavior in Animals and Men (1950)Wisdom of the Body (1978)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Social Conditions as Fundamental Causes of Health Inequalities: Theory, Evidence, and Policy Implications (2010)A Review of School Climate Research (2013)Mass Communication and Para-Social Interaction (1956)International Encyclopedia of the Social Sciences. (1968)The Agenda-Setting Function of Mass Media (1972)Reputation Building and Performance: An Empirical Analysis of the Top-50 Pure Internet Firms (2001)'Living the Brand': Nationality, Globality, and the Identity Strategies of Nation Branding Consultants (2008)The Evolution of Media Effects Theory: A Six-Stage Model of Cumulative Research (2011)Principles and Practice of Structural Equation Modeling (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)Psychopathological Symptoms and Gaming Motives in Disordered Gaming—A Psychometric Comparison between the WHO and APA Diagnostic Frameworks (2019)Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis (2022)Gaming disorder: A summary of its characteristics and aetiology (2023)From Content to Context: Videogames as Designed Experience (2006)What Is eSports and Why Do People Watch It? (2017)Social motivations of live-streaming viewer engagement on Twitch (2018)The Finnish Version of the Affinity for Technology Interaction (ATI) Scale: Psychometric Properties and an Examination of Gender Differences (2022)Adolescents' uses of media for self-socialization (1995)INTERNET USES AND GRATIFICATIONS: A Structural Equation Model of Interactive Advertising (2005)Cultural difference in motivations for using social network sites: A comparative study of American and Korean college students (2010)Mood Management Through Communication Choices (1988)Media Use and Political Predispositions: Revisiting the Concept of Selective Exposure (2007)Feeling validated versus being correct: A meta-analysis of selective exposure to information. (2009)Multidimensional Assessment of Emotion Regulation and Dysregulation: Development, Factor Structure, and Initial Validation of the Difficulties in Emotion Regulation Scale (2003)Structural Equation Modelling: Guidelines for Determining Model Fit (2008)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)The Psychology of Esports: A Systematic Literature Review (2018)
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References

  • 1998Principles and Practice of Structural Equation Modeling36,041 cited
  • 2017A THEORY OF HUMAN MOTIVATION11,320 cited
  • 2013Selective Exposure To Communication780 cited
  • 2003Breaking the Stereotype: The Case of Online Gaming501 cited
  • 1994Media uses and effects: A uses-and-gratifications perspective.440 cited
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Cited by

  • 2020Esports matrix: Structuring the esports research agenda163 cited
  • 2019The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers156 cited
  • 2018eSport vs sport: A comparison of spectator motives136 cited
  • 2018Sport psychology in a virtual world: Considerations for practitioners working in eSports57 cited
  • 2017Career Transitions of eSports Athletes: A Proposal for a Research Framework42 cited
  • 2020A new frontier: alcohol sponsorship activation through esports

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16 cited