Why is electronic sports captivating?
Leinonen, Kimmo (2019)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2019090318116
https://urn.fi/URN:NBN:fi:amk-2019090318116
Tiivistelmä
Electronic sports has seen a substantial growth in terms of money involved, number of spectators
and of course new teams and organizations are being established around the world. A record
number of people every year play and spectate electronic sports in different ways. Electronic sports organizations, clubs and event organizers are interested in what has made electronic sports such a phenomenon and why hundreds of millions of people are interested in it and watch it. Because of this it is important to understand what makes people interested in electronic sports in the first place and what keeps them engaged as spectators.
This thesis explores what motivates and drives people to spectate electronic sports. The two main Focuses are to find out why people for the first time decided to watch electronic sports and what motivates them to continue following electronic sports in the future. My two research questions are how people start watching electronic sports and why do they watch it and what affects their enjoyment.
Research method for this thesis is qualitative research. Data was collected from six semi-
constructed interviews. By interviewing the participants instead of using questionnaires the data collected was able to give more insightful information and the participants were able to tell the answers in their own words. From the data collected four themes emerged that affected the
participants motivation to spectate electronic sports.
The four themes were gaming background, aim to learn, social experience, and atmosphere. In
most cases the participants had previously played the games they followed. Their gaming
background contributed in them starting to spectate electronic sports in the first place. The need to evolve and learn as a player was strongly present in the data. Social and community aspects were also present in the data as people tended to watch events and games with their friends. The atmosphere produced by the event was important for the enjoyment for both event goers and those who spectated online.
Electronic sports has become an important aspect of lives of millions of people. In the same way
the value of electronic sports has grown for companies who host these events. It is crucial for them to understand why their customers behave in the way they do.
and of course new teams and organizations are being established around the world. A record
number of people every year play and spectate electronic sports in different ways. Electronic sports organizations, clubs and event organizers are interested in what has made electronic sports such a phenomenon and why hundreds of millions of people are interested in it and watch it. Because of this it is important to understand what makes people interested in electronic sports in the first place and what keeps them engaged as spectators.
This thesis explores what motivates and drives people to spectate electronic sports. The two main Focuses are to find out why people for the first time decided to watch electronic sports and what motivates them to continue following electronic sports in the future. My two research questions are how people start watching electronic sports and why do they watch it and what affects their enjoyment.
Research method for this thesis is qualitative research. Data was collected from six semi-
constructed interviews. By interviewing the participants instead of using questionnaires the data collected was able to give more insightful information and the participants were able to tell the answers in their own words. From the data collected four themes emerged that affected the
participants motivation to spectate electronic sports.
The four themes were gaming background, aim to learn, social experience, and atmosphere. In
most cases the participants had previously played the games they followed. Their gaming
background contributed in them starting to spectate electronic sports in the first place. The need to evolve and learn as a player was strongly present in the data. Social and community aspects were also present in the data as people tended to watch events and games with their friends. The atmosphere produced by the event was important for the enjoyment for both event goers and those who spectated online.
Electronic sports has become an important aspect of lives of millions of people. In the same way
the value of electronic sports has grown for companies who host these events. It is crucial for them to understand why their customers behave in the way they do.