Abstract
The e-sports and streaming industries have experienced explosive growth in recent years, reaching audiences of millions of people around the world. Latin America is a region that has been partly left aside by scientific research in this field, which is mostly because this region is small compared to Asia or North America in terms of e-sports streaming. Therefore, it is necessary to build a model of the final consumers of these industries in order to understand continuance intention in the context of online videogames in this region. This study used the uses and gratifications theory to model the behavior of consumers of e-sports and streaming in the case of Riot Games Latino America Sur, specifically players of League of Legends. A survey was applied to 484 actual players, obtaining a R2 of continuance intention equal to 0.39, i.e., 39% of the error variance of this factor is explained by its exogenous latent variables. Furthermore, the model concluded that the variables that best predict continuance intention (CI) are social interaction (SI), social presence (SP) and enjoyment (E), while the variables achievement (A), self-presentation (S), fantasy (F) and escapism (RE) are not significant. Finally, a cluster analysis conducted did not identify clear segments among Latin American players.
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Appendix: Survey Translated and Adapted to the Context of League of Legends (Source: Heikkilä, J., Li, H., Liu, Y., Van der Heijden, H. & Xu, X. 2015)
Appendix: Survey Translated and Adapted to the Context of League of Legends (Source: Heikkilä, J., Li, H., Liu, Y., Van der Heijden, H. & Xu, X. 2015)
Construct | Item | Measure |
---|---|---|
Escapism | ER1 | I play League of Legends when I feel frustrated |
ER2 | I like playing League of Legends when I have a bad day | |
ER3 | Playing League of Legends releases my anger | |
ER4 | Playing League of Legends is the best way of disconnecting myself from the world | |
Fantasy | F1 | I play League of Legends to feel things I wouldn’t be able to feel in my daily life |
F2 | I play League of Legends to pretend I am someone else or that I am in other place | |
F3 | I play League of Legends to immerse myself in the life of the world of videogames | |
Degree of Enjoyment | GD1 | It generates little….a lot of interest |
GD2 | It is not fun…it is fun | |
GD3 | It seems boring…interesting to me | |
Social Presence | PS1 | I trust that other League of Legends players will help me if I need it |
PS2 | I feel very connected to other players in the League of Legends environment | |
PS3 | In my interactions with other League of Legends players I can be myself and show the type of player/person I really am | |
PS4 | While I am playing League of Legends I feel I am part of its community | |
Self-representation | A1 | I play League of Legends because I want other players to perceive me as a nice/sympathetic person |
A2 | I play League of Legends because I want other players to perceive me as a friendly person | |
A3 | I play League of Legends because I want other players to perceive me as a skillful | |
Social Interaction | IS1 | I am more open to relate to others through League of Legends than through other means of communication |
IS2 | I have a friend network that I have created by playing League of Legends | |
IS3 | Playing League of Legends allows me to connect with friends in real life | |
IS4 | Playing League of Legends allows me to keep contact with my friends in real life | |
Achievement | L1 | I play League of Legends to reach a higher level |
L2 | I play League of Legends to have more power than others | |
L3 | I play League of Legends to obtain some equipment/objects that give me more status than other players | |
L4 | I play League of Legends to prove to other players that I am the best | |
Continuance Intention | IC1 | It will be worth it to keep playing League of Legends in the future |
IC2 | I am willing to play League of Legends in the future |
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Fernandez-Robin, C., Yañez, D., McCoy, S., Flores, P. (2022). Analysis of the Behavior of E-Sports and Streaming Consumers in Latin America. In: Meiselwitz, G. (eds) Social Computing and Social Media: Applications in Education and Commerce. HCII 2022. Lecture Notes in Computer Science, vol 13316. Springer, Cham. https://doi.org/10.1007/978-3-031-05064-0_18
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