Article

Gendered Esports: Predicting Why Men and Women Play and Watch Esports Games

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Abstract

This study represents one of the first empirical efforts to systematically examine gender differences in esports gameplay and viewing. Notable differences and similarities were found in how and why men and women consume esports. Men watched esports for fun, whereas women watched esports to escape from life’s problems. Motivations and preferences explained men’s, but not women’s, esports gameplay while use of chat was the strongest predictor of esports gameplay for women. In addition, availability and access largely explained esports gameplay for both men and women. Sports fandom, motivations, and uses of interactive features significantly predicted esports viewing across genders.

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... These communities foster the exchange of diverse game strategies and tactics while encouraging players to share insights on favorite video games and personal experiences related to eSports, thereby enhancing consumer knowledge and interest (Seo, 2013). Tang et al. (2021) emphasize the importance of community for eSports consumers, especially women, as it enables interaction with fellow players. Co-production involves the extent to which eSports players contribute to the creation and development of new games and products, as well as the promotion of the benefits of eSports games and competitions. ...
... Moreover, there is a prevailing belief that gender roles and gender-based disparities in media consumption profoundly influence the construction of meaning and the sharing of culture across societies. However, despite its significance, limited academic research has examined gender roles within eSports consumption, often constrained by an underrepresentation of women in studies analyzing eSports consumers (Tang et al., 2021). This underrepresentation primarily stems from the fact that women constitute a minority among participants, fans, and leaders within the eSports industry. ...
... Conversely, female consumers in the study placed greater importance on habit and effort expectancy. Tang et al. (2021) further supported these insights, finding that men predominantly watch eSports for entertainment, while women turn to eSports as an escape from life's challenges and as an avenue to engage in activities they may not typically pursue in real life. Their research also indicated that men allocate significantly more time to playing and watching eSports compared to women. ...
Article
Background: With the rapid growth of eSports, understanding the psychological factors that influence participation has become increasingly important. In particular, players’ psychological needs play a crucial role in shaping their consumption behaviors within the eSports ecosystem.Purpose: This study aimed to examine the relationship between psychological needs and eSports consumption behaviors among players, with a specific focus on how gender may moderate these associations.Methodology: A survey-based research design was employed, targeting Iranian eSports players. Data were collected through two main channels: (1) distribution of questionnaires among participants at the Tehran Grand Prix Electronic Games Cup (n = 380), and (2) dissemination via dedicated gaming platforms and social media networks (n = 380), yielding a total sample size of 760 respondents. The data were analyzed using descriptive and inferential statistical techniques.Findings: The results indicated that the psychological needs of autonomy, competence, and relatedness were significant predictors of various eSports consumption behaviors (p < 0.05). Additionally, gender had a significant impact on participation, with main effects observed across all psychological needs (p < 0.05).Research contribution: This study underscores the pivotal role of autonomy, competence, and relatedness in understanding eSports consumption, while also highlighting the importance of gender dynamics and gaming engagement frequency in shaping the complex psychological profile of the eSports community.
... Men account for the overwhelming majority of professional athletes in eSports (Ribeiro et al., 2023), whereas women are seen as a minority that must constantly prove their skills and capacity to deal with cyberbullying (Huston et al., 2023;Tang et al., 2021). Thus, barriers to women's access to eSports consumption corroborate the perception that marketplace environments where consumers of popular culture products get together are often sexist and treat practices, such as harassment and perjury, as natural events (Jenkins & Cassell, 2008;Harrison et al., 2006;Jang & Byon, 2021;Rogstad, 2022). ...
... In order to do so, the present study investigates consumer conduct established through digital marketplaces to reproduce and likely expand social structures into online environments. Thus, it proposes a discussion to expand Tang et al. (2021) understanding of notable similarities and differences in the motivation leading both men and women to engage in eSports. On the one hand, male audiences consume eSports as an opportunity to watch and play fun contents. ...
... Broadly speaking, the current proposal aligns with studies that understand the gaming culture as an inhospitable and toxic scenario for women (Darvin et al., 2020;Harrison et al., 2006;Jenkins & Cassel, 2008). It also assumes that the marketplace environment where eSports gamers get together works as a fandom (Andrews & Ritzer, 2018;Souza-Leão & Moura, 2018;Qian et al., 2022) since it brings together practitioners (i.e., players), enthusiasts and the audience of a given media sport (Moura & Souza-Leão, 2019;Tang et al., 2021;Whannel, 2014). According to this assumption, fans' interaction provides the conditions to perform, express, and maintain social matters that represent consumers' performativity arena (Seregina & Weijo, 2017). ...
Article
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Purpose Women’s increasing interest in eSports is an emblematic phenomenon. However, they have been facing discriminatory sexist practices based on a discourse focused on establishing gender inferiority. Thus, the present research aims to investigate how gender performativities are produced in eSports consumption by women gamers. Originality/value Due to a lack of discussions about female eSports consumption, the current study explores gaps in consumer culture research literature based on theoretical and epistemological concerns. Butlerian concepts of performativity are used to help better understand the conduct produced in discussions about female eSports consumption. Design/methodology/approach An interpretive content analysis (ICA) of 44 interviews was carried out to help better understand women gamers’ perception of their experience in games, and in the cultural scenario itself, the eSports consumers’ social network is formed by both practitioners and game enthusiasts. Findings The current analytical effort identified two dimensions: “Fight like a girl!” and “Girls just want to have fun!”. It was possible to perceive that even gender performativities with different interests work as gender discourse reproducers and spreaders in both dimensions when they take place without due diligence. Ultimately, this is a complex market dispositif capable of leading the eSports scenario to a patriarchal system among its consumers. Keywords: women gamers; eSports; gender performativity; marketplace dispositif; interpretive content analysis
... However, the e-sports industry remains predominantly male-dominated, with women representing a smaller proportion of players, fans, managers, and leaders (Hayday & Collison, 2020;Rogstad, 2022). Studies indicate that women comprise only 35% of e-sports players and a mere 5% of professional players (Hilbert, 2019;Rogstad, 2022;Tang, Cooper, & Kucek, 2021). This underrepresentation of women at the highest level of e-sports highlights the need to investigate and understand the factors contributing to this gender disparity (Kim & Kim, 2022). ...
... Unlike traditional sports, where physical advantages often favor men, e-sports provides a level playing field for both men and women, as physical attributes have no bearing on high performance (Shen et al., 2016). However, despite this equality in terms of physical abilities, the e-sports industry remains predominantly male-dominated, with women being underrepresented as players, fans, managers, and leaders (Rogstad, 2022;Tang et al., 2021). Studies indicate that only 35% of e-sports players in general, and a mere 5% of professional players, are women (Hayday & Collison, 2020;Hilbert, 2019;Kim & Kim, 2022). ...
Article
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The study aimed to examine the gender-adjusted impact of personality factors on the motivations of e-sports participants. Descriptive research was conducted using structural equation modeling. The sample consisted of 763 individuals (599 men and 164 women) selected through simple random sampling, with statistical power set at 80% and a significance level of 0.01. The research variables, including participation structure and personality traits, were measured using the NEO Five-Factor Inventory (NEO-FFI) short-form questionnaire (Gassling et al., 2003) and the Motivational Participation Questionnaire` of Cianfrone et al. (2011). The findings supported all research hypotheses regarding the personality traits and motivations of e-sports players, even after adjusting for gender. The results indicated that brunerism, consensus, duty, psychology, and acceptance of experience were significant motivators for e-sports players, and the gender-adjusted analysis confirmed the research hypotheses in both male and female groups. Therefore, considering the personalities of e-sports players in sports marketing can enhance their engagement, as their motivations to participate are influenced by their traits
... However, the e-sports industry remains predominantly male-dominated, with women representing a smaller proportion of players, fans, managers, and leaders (Hayday & Collison, 2020;Rogstad, 2022). Studies indicate that women comprise only 35% of e-sports players and a mere 5% of professional players (Hilbert, 2019;Rogstad, 2022;Tang, Cooper, & Kucek, 2021). This underrepresentation of women at the highest level of e-sports highlights the need to investigate and understand the factors contributing to this gender disparity (Kim & Kim, 2022). ...
... Unlike traditional sports, where physical advantages often favor men, e-sports provides a level playing field for both men and women, as physical attributes have no bearing on high performance (Shen et al., 2016). However, despite this equality in terms of physical abilities, the e-sports industry remains predominantly male-dominated, with women being underrepresented as players, fans, managers, and leaders (Rogstad, 2022;Tang et al., 2021). Studies indicate that only 35% of e-sports players in general, and a mere 5% of professional players, are women (Hayday & Collison, 2020;Hilbert, 2019;Kim & Kim, 2022). ...
Article
Full-text available
The study aimed to examine the gender-adjusted impact of personality factors on the motivations of e-sports participants. Descriptive research was conducted using structural equation modeling. The sample consisted of 763 individuals (599 men and 164 women) selected through simple random sampling, with statistical power set at 80% and a significance level of 0.01. The research variables, including participation structure and personality traits, were measured using the NEO Five-Factor Inventory (NEO-FFI) short-form questionnaire (Gassling et al., 2003) and the Motivational Participation Questionnaire` of Cianfrone et al. (2011). The findings supported all research hypotheses regarding the personality traits and motivations of e-sports players, even after adjusting for gender. The results indicated that brunerism, consensus, duty, psychology, and acceptance of experience were significant motivators for e-sports players, and the gender-adjusted analysis confirmed the research hypotheses in both male and female groups. Therefore, considering the personalities of e-sports players in sports marketing can enhance their engagement, as their motivations to participate are influenced by their traits.
... As a control variable, we also included the age factor, which Tang et al. (2021) had previously utilized to investigate its function in predicting players' eSports gameplay. The results confirmed that the association did not affect the outcome variable by finding it to be negligible (β 5 0.006; p > 0.05 and t-value 5 0.172). ...
Article
Purpose This study aims to investigate the relationship between different hedonic (e.g. enjoyment and escapism) and utilitarian (e.g. achievement and challenge) gratifications and continuous intention to play eSports, considering the mediating role of gamer’s satisfaction. Uses and Gratification theory (U&G) has been employed as the study’s theoretical framework. Design/methodology/approach The present study used a survey research method and a self-administered questionnaire to collect the data. The data was gathered on-site from students of three universities in Pakistan’s Islamabad and Rawalpindi regions. Study respondents involved people from Gen Z and Gen Y aged between 18 to 25 and 26 to 40. A total of 401 responses were evaluated using the partial least squares structural equation modeling (PLS-SEM) and necessary condition analysis (NCA). Findings The PLS-SEM findings evidence that eSports players’ hedonic (e.g. enjoyment and escapism) and utilitarian (e.g. challenge) gratification positively impact gamers’ satisfaction, which subsequently drives eSports gamers’ continuance intention behavior. Furthermore, gamers’ satisfaction positively mediated the relationship between gratifications (e.g. enjoyment and escapism refer to hedonic, whereas achievement and challenge represent utilitarian) and continuance intentions. NCA on eSports gamers’ satisfaction and continuance intention identified critical predictive factors. The analysis revealed that only enjoyment is necessary for predicting satisfaction. Interestingly, NCA results also indicated that enjoyment, achievement, escapism, challenge and satisfaction are all necessary for predicting eSports gamers’ continuance intention. Originality/value This study investigates the mediating role of eSports gamers’ satisfaction between gamers’ perceived gratifications (i.e. enjoyment, escapism, achievement, challenge) and their continuous intention to play in the Pakistani context. More importantly, we employ a multi-method approach (e.g. a combined approach of PLS-SEM with NCA) to determine the sufficient and necessary conditions of the outcome variable comprising satisfaction and continuous intention.
... Anonymity not only allows, but, also, emboldens toxic behaviour which drives to the propagation of negative behaviours, foregrounding of dominant male cultures and gender inequality (Hayday & Collison, 2020). Further, gender stereotypes are present regardless of the platform used or the type of game played (Wasserman & Rittenour, 2019), with their being little variability in the games promoted towards females (Tang et al., 2021). Males support to combat this problem is nonexistent (Choe et al., 2019;McLean & Griffiths, 2019). ...
Article
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La presente revisión tiene como objetivo describir las implicaciones educativas que tiene la tecnología digital y su consumo en los jóvenes. Se procede a conceptualizar y poner en contexto los términos: eSport, e-sport, videojuegos y deportes electrónicos y su relación con la agresividad, el género, las consecuencias psicológicas, y las posibilidades derivadas de su uso y aplicación en el entorno de la educación se explora la agresividad en los videojuegos, exponiendo que pueden implicar un aprendizaje basado en la influencia causal en la agresión grave posterior; que los jóvenes con niveles altos de agresión pueden ser atraídos por la violencia de los videojuegos y que la correlación entre el videojuego y la agresividad puede ser causada por variables subyacentes. Por otro lado, la presencia femenina es baja, los hombres juegan semanalmente y durante más tiempo. La brecha de género está presente en factores como la experiencia, el rendimiento y las habilidades de juego. Por último, se analizan las consecuencias psicológicas del uso de videojuegos. En ellas se expone que el uso de videojuegos está asociado con mayor nivel de habilidades intrapersonales, mayor control del estrés y una baja habilidad interpersonal. Como conclusión, respaldamos la necesidad de aumentar los estudios experimentales, longitudinales y correlacionales para aclarar los comportamientos y consecuencias de los jóvenes jugadores en el uso de los videojuegos, lo que permitirá en un futuro delimitar con mayor precisión las implicaciones educativas de la tecnología digital.
... As video games developed, so did gender representation, and there were more initiatives to support gender inclusivity and diversity (Lucas & Sherry, 2004). According to studies, women play video games and participate in electronic sports at a ratio of about 30 to 70 to that of men (Rogstad, 2022;Tang et al., 2021). Additionally, research has consistently shown that men and women have different gaming preferences. ...
... La necesidad de una diversidad de género visible en los videojuegos, los deportes electrónicos y el streaming en vivo de videojuegos ha sido señalada desde la industria (Valentine, 2018;FNATIC, 2021), y asociaciones como Women in Games se han creado con la visión de: "lograr que más mujeres participen en los videojuegos y los deportes electrónicos y que esto debe enmarcarse como una prioridad nacional, internacional y estratégica" (Women in Games, 2022). Los esfuerzos para una mayor representación de género también se han realizado desde la academia, aun cuando existen pocos estudios al respecto, estos recalcan la necesidad de estudiar las experiencias de las mujeres y la representación femenina en los esports, así como la realización de estudios comparativos (Ruvalcaba et al., 2018;Tang et al., 2021). La representación de género en la industria de los videojuegos y en los deportes electrónicos sigue siendo un tema que necesita investigación y, como comenta Rogstad, "si la escena de los deportes electrónicos está alineada con los resultados dañinos de la masculinidad hegemónica, la industria se beneficiará de los análisis de cómo los deportes electrónicos afectan a los participantes para que sean más inclusivos" (2021: 15). ...
... Of 1,319 esports participants in their study, only 2.1% were female. Furthermore, in one of the only esports studies to examine gender differences thus far, Tang et al. (2021) had 36.9% female participants, and found differences in individual and structural factors predicting gameplay and consumption. ...
Article
The rapid growth of gaming and esports since 2015 demands an investigation of the habits of those who consume and engage with (i.e., participate, view, attend events) this emerging space. As previous research has suggested, women and men may engage with video games for different reasons, and to better understand this occurrence, the current study addresses whether their gaming and esports participation motivations vary. As a result, this exploratory study employed a survey design with a previously validated scale used to measure motivation differences between men and women for traditional sport and exercise spaces. In addition, insights from Hamari and Sjöblom study were used to construct the survey instrument and adapt it to gaming environments. The researchers used an exploratory factor analysis to examine the data and determine preliminary factors relating to esports and gaming motivations. Additionally, gender differences were also assessed. Implications for the gaming industry are discussed as well as future research directions.
... With the rapid increase of mobile network speed and the innovative development of new media thinking, short video platforms suitable for fragmented reading on mobile phones have become a favored source of information acquisition for readers, especially a series of short video APPs represented by Jitterbug, Bei li Bei li, Quick Hand, Watermelon Video, Wei si, Second Beat, etc., which are highly favored by users for their characteristics of multi-channel, fragmented, high-frequency, good sharing, etc. [1]. The current short video research mainly focuses on: first, short video marketing research in different industries. ...
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Selecting the user comment information of short videos with top 2 likes in the top 50 topics about public cultural services in Shake App as the research object, and facilitating video platforms to identify the high and low quality of the videos and make reasonable promotion arrangements by predicting the short-term playback volume of pop-up videos and analyzing the influencing factors, which is conducive to improving the platform’s pop-up video services and economic benefits. The data related to B station videos are captured, and feature selection and different algorithms are combined to construct random forest model, XG Boost model and LSTM model to predict the playback volume of the pop-up videos, and compare and analyze the effects of different feature combinations on the experimental results. The results show that the prediction accuracy of the random forest model is higher than that of the XG Boost model and the LSTM model, and the features of the pop-up video itself have the greatest influence on the playback volume, while the features of the video markup text have a smaller degree of influence on the playback volume.
... Female esports professionals are considered a minority, being often forced to go above and beyond to have their skills acknowledged (Austin, 2020;Darvin et al., 2020;Rogstad, 2022). A further understanding of underrepresentation has been lacking in previous literature (Tang et al., 2021). Only recently have scholars begun to explore gender inequality in this industry; it is, therefore, important to identify what affects gender differences in esports and contributes to low female participation. ...
Article
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The purpose of this paper is to examine whether gender differ-ences exist in terms of the perceived response to civility as well as competitive aggressiveness and anger in esports. There is a dearth of literature on how these variables affect male and female partic-ipation in esports. To fill this gap, a total of 84 professional esports players from 27 different countries completed a quantitative survey of measures related to their competitive aggressiveness and anger and their perception of civil behaviours among competitors. Results revealed that female players perceived lower levels of civility com-pared to male participants who displayed higher competitive aggressiveness. No significant difference was found between gen-der regarding anger behaviours. This paper adds to the work in civility, diversity-gender and equity research area in esports. Specifically, it highlights how male and female professional players perceive civility while emphasising some factors that jeopardise gender equality when facing competition.
... Critically, to date, there is limited empirical and theoretical academic work which examines and outlines how esports can be used as a vehicle for social change, especially in relating to inclusion (Hayday & Collison, 2020;. Much of the research that has examined gender within an esports context has examined the realities, barriers, and reasons of female engagement (Kim, 2017;Pizzo et al., 2023;Rogstad, 2022;Tang et al., 2021), resulting in limited work exploring the value of esport as a gender equality tool. Therefore, this paper presents a new conceptual model, eSfD, and an operational framework, which demonstrates how esports can act as an innovation to current SfD methodologies. ...
Article
Drawing on the capabilities approach to position esport within the Sport for Development (SfD) context, this paper highlights the social inclusion drivers of virtual engagement through esport as an innovative approach to progress current SfD methodologies. We present a new conceptual model in response to calls for enhanced theoretical understanding within SfD and specifically expose how esport can be used as a mechanism to support human development and inclusion outcomes. We focus specifically on gender equality as an exemplar of a prominent development objective; however, the model has applicability to any social inclusion related development aim. This paper proposes that esport should be welcomed as a new digital mechanism by policy makers, funders, and practitioners, as we indicate how this new conceptual model could be operationalized to aid SfD policy and practice.
... Esports can be further divided into a wide variety of following genres: First Person Shooters (FPS), Battle Royale (BR), Real-Time Strategy (RTS), Collectible Card Games, Multiplayer Online Battle Arenas (MOBA), Sports Simulation Video Games (SSVGs), and Fighting Games (Hamari & Sjoblom, 2016;Pu et al., 2021;Tang et al., 2021). Each of these genres offers different play styles, draws different fans, and requires specific skills to succeed. ...
... Within esports, most studies grounded in Uses and Gratifications Theory focused on identifying motives related to watching content (Billings & Mikkilineni, 2022;Brown et al., 2018;Cabeza-Ramírez et al., 2020;Macey et al., 2020;Rogers et al., 2022;Sjöblom et al., , 2020Tang et al., 2022). Fewer studies used this framework to examine motives related to playing (Bonny & Castaneda, 2022;Tang et al., 2021) or creating content. Sjöblom and Hamari (2017) published one of the first studies involving uses and gratifications theory in this context, exploring why viewers watch livestreams of gameplay. ...
Article
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Exergames require users to actively participate in sports in real time. Individuals taking part in exergames can use the livestreaming platform Twitch to create and view related content. This study employed uses and gratifications theory to examine Twitch usage and the motives of viewers and content creators of Zwift, a bicycling exergame. Thematic analysis of semistructured interviews with 10 Twitch users revealed viewers and content creators shared the motives of interaction and knowledge. Viewers also identified the motives of community, fandom, and competition as important, while content creators were additionally motivated by accomplishments, brand, and broadcasting. These findings align with previous research of Twitch usage and offer advice for practitioners. The study also highlighted the importance of studying the underinvestigated exergames, providing an opportunity to grow this participation.
... Durasi waktu dapat menjadi tolak ukur waktu mulai dan berakhirnya sebuah kegiatan olahraga, namun dalam esports durasi waktu tidak menjadi elemen yang utama. Hal ini akan berpengaruh terhadap kegiatan viewers atau penonton yang dapat melihat tayangan dalam hitungan menit maupun jam, ataupun hari (Tang et al., 2021). Aktivitas viewers dalam platform dapat sangat beragam (Brown et al., 2018), dari kegiatan dasar yakni menonton permainan pemain, mengamati konten maupun chat yang hadir sebagai bentuk interaksi, melakukan kegiatan giving gift kepada pemain, mengikut "perang" kata-kata dengan viewers lain di kolom chat, hingga berinteraksi secara live. ...
Article
Maraknya tayangan dan konten esports yang tersaji dalam beragam platform streaming, turut menciptakan karakteristik penonton yang hanya sekedar melihat sekilas maupun ikut menonton dengan durasi yang lama. Penonton yang dapat berada di level viewers maupun fans akan merasakan hingga tenggelam ke dalam atmosfer yang diciptakan oleh pemain maupun konten yang tersaji dalam platform. Dalam proses observasi, terlihat beragam perilaku negatif yang muncul ketika proses menonton tayangan terjadi. Adanya kegiatan perang melalui kata-kata yang dituangkan dalam kolom chat platform, hingga tindakan mengancam penonton daring lainnya. Salah satu hasil dari kegiatan pengabdian masyarakat ini adalah menciptakan ‘Buku Panduan Buat Penonton’ tayangan esports, yang dalam proses penciptaannya menggunakan metode observasi, Focus Group Discussion serta wawancara dengan pemain serta penonton esports untuk mendapatkan jawaban terkait keinginan serta permasalahan yang timbul selama proses tayangan serta keinginan yang diharapkan untuk menghadirkan situasi tayangan yang kondusif. Tujuan dari lahirnya buku panduan ini adalah sebagai rekomendasi dalam menciptakan situasi dalam platform yang lebih kondusif dan mengarahkan agar penonton lebih bijaksana dalam menonton tayangan esports. Penulis juga turut menyebarluaskan buku ini kepada penonton esports yang tergabung dalam beragam komunitas di Indonesia.
... The commercial and social growth of esports has become a growing source of diverse academic interest. However, female representation and gender imbalances in esports have been given sparse academic consideration (Ruvalcaba et al., 2018;Tang et al., 2021), overlooking gender imbalances in this digital domain (Darvin et al., 2021). For instance, prominent esports leagues, such as the North American based League of Legends Championship Series (LCS) has glaring gender imbalances. ...
Article
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Esports are a leading form of digital leisure. Esports offer salient career opportunities, ranging from professional players to roles in science, technology, engineering, and mathematics, fields where women have been traditionally underrepresented. Yet women are also underrepresented at the professional level in esports. This is particularly problematic as high-level competitors provide visible representation to inspire others, foregoing opportunities to leverage esports broad appeal. We employ the hierarchical model of leisure constraints to understand what limits individuals from engaging in leisurely pursuits. The purpose of our study is to compare leisure constraints to esports participation by gender. Data were collected from male and female esports participants (N¼402) via online survey. Results show that female esports participants had significantly higher interpersonal and intrapersonal constraints. This likely influences their desire to work in esports and related fields, thereby partially explaining the lack of female representation in the upper echelons of esports.
... First, this study offers tangible insight how consumptive needs are fulfilled within esport communities. Research on esport consumer behaviour validates how fans require social needs to be satisfied (Rietz and Hallmann 2023;Jenny et al. 2018;Qian et al. 2022;Tang, Cooper, and Kucek 2021;Xiao 2020). While research has investigated the social atmospherics components at live esport events (Jang, Kim, and Byon 2020), this study exhibits how consumers utilise online forum discussions for engagement practices within their own communities. ...
Article
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Whilst understanding the social norms of trash talking is an emerging field of research, the extent to how esport consumers perceive its practice in esports is currently limited. Guided by Chung and Rimal (2016) framework to identify how social norms and moderating attributes influence behaviour, this study investigated consumers perceptions of trash talk in FPS esports. Focusing on Counter Strike: Global Offensive, Overwatch and Rainbow Six: Siege scenes, this study used data harvesting through the popular social media forum-Reddit and gathered 1,724 comments for analysis. Subjective and descriptive norms were influenced around the context of trash talk and the moments it occurred. Behavioural, individual , and contextual moderating attributes also influence consumers perspectives on why esport players do, or do not engage in trash talk. As an area of research still in its infancy, this paper aids in enhancing how communities reflect, discuss and debate relevant themes within esports.
... Since the main distinction between the two tasks is OHA's introduction of distractor objects, we investigated whether participants responded differently based on their sex, but found no evidence to support this idea. A possible explanation is that male participants have trained their sensorimotor skills through their disproportionate representation in both sports, [51][52][53], and esports [54], with specific evidence existing that female players of action video games have faster visually guided responses than female non-players [55]. These sociocultural explanations have been previously put forward to explain why differences in visuospatial ability general favour male participants [24], though works in this field highlight multiple potential causes across biology and culture [22][23][24]. ...
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Background An individual’s rapid motor skills allow them to perform many daily activities and are a hallmark of physical health. Although age and sex are both known to affect motor performance, standardized methods for assessing their impact on upper limb function are limited. Methods Here we perform a cross-sectional study of 643 healthy human participants in two interactive motor tasks developed to quantify sensorimotor abilities, Object-Hit (OH) and Object-Hit-and-Avoid (OHA). The tasks required participants to hit virtual objects with and without the presence of distractor objects. Velocities and positions of hands and objects were recorded by a robotic exoskeleton, allowing a variety of parameters to be calculated for each trial. We verified that these tasks are viable for measuring performance in healthy humans and we examined whether any of our recorded parameters were related to age or sex. Results Our analysis shows that both OH and OHA can assess rapid motor behaviours in healthy human participants. It also shows that while some parameters in these tasks decline with age, those most associated with the motor system do not. Three parameters show significant sex-related effects in OH, but these effects disappear in OHA. Conclusions This study suggests that the underlying effect of aging on rapid motor behaviours is not on the capabilities of the motor system, but on the brain’s capacity for processing inputs into motor actions. Additionally, this study provides a baseline description of healthy human performance in OH and OHA when using these tasks to investigate age-related declines in sensorimotor ability.
... Since the main distinction between the two tasks is OHA's introduction of distractor objects, we investigated whether participants responded differently based on their sex, but found no evidence to support this idea. A possible explanation is that male participants have trained their sensorimotor skills through their disproportionate representation in both sports, [44,45,46], and esports [47]. The arbitrary decision rule introduced for OHA may have then been sufficiently unfamiliar as to negate this training, an effect that has been reported in high-performance athletes [48]. ...
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Background: An individual's rapid motor skills allow them to perform many daily activities and are a hallmark of physical health. Although age and sex are both known to affect motor performance, standardized methods for assessing their impact on upper limb function are limited. Methods: Here we perform a cross-sectional study of 643 healthy human participants in two interactive motor tasks developed to quantify sensorimotor abilities, Object-Hit (OH) and Object-Hit-and-Avoid (OHA). The tasks required participants to hit virtual objects with and without the presence of distractor objects. Velocities and positions of hands and objects were recorded by a robotic exoskeleton, allowing motor and cognitive parameters to be calculated for each trial. We verified that these tasks are viable for measuring performance in healthy humans and we examined whether any of the motor or cognitive parameters were related to age or sex. Results: Our analysis shows that both OH and OHA can assess rapid motor behaviours in healthy human participants. It also shows that cognitive parameters in these tasks decline with age, while motor parameters do not. Three cognitive parameters show significant sex-related effects in OH, but these effects disappear in OHA. Conclusions: This study suggests that the underlying effect of aging on rapid motor behaviours is not on the motor system per se, but on the brain's processing rate. Additionally, this study provides a baseline description of healthy human performance in OH and OHA when using these tasks to investigate age-related declines in sensorimotor ability.
... Si es cierto que, en la práctica, los deportes electrónicos aún podrían trabajar más en la línea de la igualdad de género, ya que la mayor parte de la representación en competiciones de alto nivel es masculina (Tang, Cooper & Kucek, 2021). Este hecho se explicaría bajo el papel históricamente relegado de la mujer y los roles de género asociados a cada uno de los sexos ya que no se encuentran, a priori, rasgos por lo que esto debiera ser así. ...
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On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that investigated the dislikes of German females with regard to video games. Study 1 applied conjoint analysis to female respondents’ (N= 317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N= 795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences. These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design.
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This study investigates why people choose to watch others play video games, on services such as Twitch. Through a questionnaire study (N = 1097), we examine five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release. Information seeking is shown to be positively associated with the amount of hours that users chose to spend on the service, as well as the amount of individual streamers they choose to watch. Furthermore, we find that tension release, social integrative and affective motivations are positively associated with how many hours people watch streams. We also find that social integrative motivations are the primary predictor of subscription behaviour. This study lays the groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams.
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The 2008 Beijing Olympics was the most watched television event in U.S. television history, and represented a broad expansion and emphasis on online sports content. This study examined audience's multiplatform experience with the 2008 Beijing Games, particularly the interactions between and among gender groups, viewing the Olympics, and use of new media. Results indicate that although men and women were significantly different in sports viewing and media use in general, they shared similarities in seeking Olympic content on various media platforms.
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This study examined gender differences in the audience experience with televised sports. Men and women were expected to approach, observe, and respond to sports programming in different ways. Telephone interviews were conducted with 400 adults residing in Los Angeles and 307 adults residing in Indianapolis. Gender differences were tested using covariate analyses controlling for demographic attributes, favorite sport, and interest in viewing television sports. More than women, men responded like fans, even with initial levels of interest controlled. Social norms as well as varying household responsibilities may account for many of the differences uncovered.
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Broadcast commentary of sport contests is often seen as biased or “one-eyed” for the “home team”. This study sought to determine if this labelling was correct. Two different broadcasts of the national Dutch team's games during the 2006 Federation Internationale de Football Association's (FIFA) World Cup in Germany were compared. Both the Dutch Nederlandse Omroep Stichting (NOS) and Australian Special Broadcast Services (SBS) networks each televised this team's matches, together providing eight matches for analysis. First, the framing strategies used by each broadcaster were identified through a fourteen category thematic scale derived from the data. Secondly, a Chi-square analysis of the results revealed significant associations for the types of themes employed by the home network (NOS) and those of a neutral broadcaster (SBS). Results also revealed associations for the use of nationalistic themes in the commentary. These results have salience for sport management and sport media studies as audience size and therefore revenue generation is of import.
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The 1996 Olympic games, billed as "the gender equity Olympics," held out promise for better media coverage of female athletes; during the games, women's sport and its audience reached record levels. However, did the success for women's sports during the Olympics translate to significant changes in sports media? This study examines post-1996 editorial photographs in SI for Kids (SIK) to determine whether post-Olympic female athletes received more favorable coverage than in the magazine's inaugural issues.
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Scholars have long advocated empirical integration of active-audience and structural theories to best explain audience exposure to television. This study incorporated both uses and gratifications and structural variables in an integrated model of audience exposure. Results indicated that seven statistically significant factors—ritualistic motivations, use of the Internet, audience availability, the cost of multi-channel service, age, instrumental motivations, and gender—combined to explain 30.3% of the variance in audience exposure to television. Findings suggest that no single theoretical construct explains the complexities that determine exposure to television. Future inquiry should continue to seek theoretical and empirical integration as a way to understand and explain media behavior.
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This research explores the factors in choices women make about watching sports. The assumption about coverage of women's sports in post-Title IX decades has been that girls who have played will turn into women who watch, encouraging media producers to provide more women's sports programming. Yet that audience has not materialized, and women's sports have languished on the periphery of the sports media landscape. Using focus-group discussions with heterosexual, married women, we argue that sports media consumption is tied to gender roles and related domestic work. That association with emotion labor presents significant barriers to the cultivation of these women as fans of women's sports.
Women in esports: Ignore the stereotypes and do what you want. The Guardian
  • E Featherstone
Motives and marketing stimuli affecting esports consumption: Cross-cultural perspective
  • D Lee
  • W Cheon
  • L W Judge
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  • K.-O Kim
Understanding esports: An introduction to the global phenomenon
  • K L Adams
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The affective audience in professional e-sport: An exploration of spectators, and their impact on video game playing
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Gaming and gender: How inclusive are esports. The Sports Integrity Initiative
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Understanding esports: An introduction to the global phenomenon
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Get the gear that esports pros use to become the best in the world
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Competing in metagame gamespace: Esport as the first professionalized computer metagames
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Nielsen: Esports fans follow an average of 5.7 games
  • D Takahashi
Esports’ urgent need for visible gender diversity
  • R Valentine