Delineating the World of eSport Motivation Measures
Delineating the World of eSport Motivation Measures
- Andrew C. Billings, Andrew C. BillingsInstitute for Communication and Information Research, University of Alabama
- Kenon A. BrownKenon A. BrownUniversity of Alabama
- , and Joshua R. JacksonJoshua R. JacksonUniversity of Alabama
Summary
Understanding of esport from a communicative perspective is offered, covering the history, expansion, and operationalization of esport, while highlighting five main areas to bolster the understanding of communication-based esport scholarship. First, theories that are often used for explaining the phenomenon of esport are explored. This section gives particular deference to uses and gratifications approaches as the most-often adopted theoretical lens for investigations in the area, while also listing parasocial interaction as a common secondary focus. Other theories include the theory of reasoned action, self-determination theory, entertainment theory, and media dependency. Second, motivations for esport consumption are advanced, showing that as many as 30 (and likely more) could at least conceivably be part of the equation for the appeals of esport consumption. Third, the sociocultural elements of esport participation are extrapolated upon, particularly with an eye to disparities in participation based on biological sex, race or ethnicity, nationality, and elements of the digital divide. Fourth, formal measurements of the motives for esport media consumption are offered, highlighting areas of overlap and deviation in equal measure. Finally, the Motivation Scale for esport Spectatorship Consumption. Along with consumption measures, 13 factors are advanced, each with a trio of Likert-based statement for measurement. More specifically, these factors include (alphabetically): (a) aggressive behaviors, (b) communication, (c) escapism, (d) family gathering, (e) friend gathering, (f) information load, (g) information supremacy, (h) knowledge acquisition, (i) personal education, (j) skillful performance, (k) support, (l) vicarious achievement, and (m) wholesome environment. Collectively, these five areas summarize the current state of esport scholarship in the communication discipline while signaling various trajectories for further understanding.
Subjects
- Communication and Culture