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聚类电子竞技游戏玩家 游戏体验

Clustering Esports Gameplay Consumers Game Experiences.

作者信息

Jang Wooyoung William, Byon Kevin K, Pecoraro Jennifer, Tsuji Yosuke

机构信息

University of West Georgia, Carrollton, GA, United States.

Indiana University, Bloomington, IN, United States.

出版信息

Front Sports Act Living. 2021 Jun 17;3:669999. doi: 10.3389/fspor.2021.669999. eCollection 2021.

Abstract

This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewing esports, and hardware enthusiasm. Four esports gameplay consumer groups are proposed (all-around gamer, conventional player, observer, recreational gamer) based on their prior esports experiences (esports gameplay, viewing esports content via media, and hardware enthusiasm). A total of 699 usable observations were initially collected by the online survey. Eventually, 508 observations were retained (127 for each group) for multivariate analysis of variance and subsequent univariate tests. The findings indicated the four esports gameplay consumer groups were empirically supported. Furthermore, this study found similarities and differences for each group based on the six antecedents of esports gameplay intention. The findings indicated hedonic motivation and price value might be considered general factors that may be applied to all esports consumers. Contrarily, the findings indicated that social influence, habit, effort expectancy, and flow might be suitable for tailored marketing strategies targeting esports consumer groups. Theoretically, the suggested esports experience will contribute to the growing body of knowledge aimed at understanding esports consumers' behavior through the consistent clustering of behavioral prior experience. Practically, the proposed esports consumers' clustering will contribute to more efficient marketing, with spending on more targeted marketing leading to effectively reaching the right people.

摘要

本研究聚焦于电子竞技游戏消费背景下的“游戏体验”,旨在根据消费者的电子竞技体验,包括对游戏玩法、观看比赛以及购买硬件的认知,确定合适的消费群体。本研究的目的是通过消费者细分来确定合适的消费群体。基于文献综述,提出了一个基于电子竞技游戏高低程度、观看电子竞技比赛以及硬件热情的电子竞技游戏矩阵。根据他们之前的电子竞技体验(电子竞技游戏玩法、通过媒体观看电子竞技内容以及硬件热情),提出了四个电子竞技游戏消费群体(全能玩家、传统玩家、观察者、休闲玩家)。最初通过在线调查共收集到699条可用观测数据。最终,保留了508条观测数据(每组127条)用于方差分析和后续的单变量检验。研究结果表明这四个电子竞技游戏消费群体得到了实证支持。此外,本研究基于电子竞技游戏意图的六个前提因素,发现了每个群体的异同。研究结果表明享乐动机和价格价值可能被视为适用于所有电子竞技消费者的一般因素。相反,研究结果表明社会影响、习惯、努力期望和心流可能适用于针对电子竞技消费群体的定制营销策略。从理论上讲,所建议的电子竞技体验将有助于通过对行为先前经验的一致聚类来增加旨在理解电子竞技消费者行为的知识体系。实际上,所提出的电子竞技消费者聚类将有助于提高营销效率,将更多资金投入到更有针对性的营销中,从而有效地触达合适的人群。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b910/8245691/29c943752ebe/fspor-03-669999-g0001.jpg

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