원문정보
초록
영어
With the rapid growth of the fourth industry in recent years, the way young people entertain themselves is changing rapidly, with PC and mobile gaming becoming increasingly popular. Going to venues to watch eSports matches has also become a new motivation for many young people to travel. The development of the global eSports industry is now showing a steady upward trend. In this paper, we will combine the motivations of traditional sports fans travelling with those of viewers watching eSports competitions online to extract motivations to match the fans why watching eSports competitions offline. And also, we will illustrate the integration of the eSports industry with the tourism industry in terms of eSports event host cities and industry strengths. Finally, some tentative directions for development are proposed in the discussion section.
목차
1. Introduction
2. Literature review
2.1 Why people watch eSports games
2.2 Experience Economy Model (EEM)
2.3 Appeal of off-line eSports tourism
3. Research Model and analysis
3.1 Research Model
3.2 Questionnaire
3.3 Data collection and demographic analysis
3.4 Measurement model analysis
3.5 Structural Model Analysis
3.6 Mediation Effect Analysis
4. Conclusion
Reference