Weiss, Thomas and Schiele, Sabrina (2013). Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electron. Mark., 23 (4). S. 307 - 317. HEIDELBERG: SPRINGER HEIDELBERG. ISSN 1422-8890

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Abstract

More recently, 3D graphical environments on the Internet, that is virtual worlds, have moved to the center of scientific interest. Since virtual worlds are suggested to mold social computing, research has predominately focused on collaborative virtual worlds. Yet, virtual worlds increasingly move to competitive environments leaving operating businesses with the question as to what to offer in order to fulfill customers' needs. To close this knowledge gap, we examine competitive virtual worlds in terms of eSports services intrinsically tying cooperation and competition; we illuminate competitive and hedonic need gratifications of continuous eSports use. We apply Uses and Gratifications theory reporting on ten in-depth expert interviews as well as survey data collected from 360 eSports players. We reveal that both competitive (competition and challenge) and hedonic need gratifications (escapism) drive continuous eSports use.

Item Type: Journal Article
Creators:
CreatorsEmailORCIDORCID Put Code
Weiss, ThomasUNSPECIFIEDUNSPECIFIEDUNSPECIFIED
Schiele, SabrinaUNSPECIFIEDUNSPECIFIEDUNSPECIFIED
URN: urn:nbn:de:hbz:38-471405
DOI: 10.1007/s12525-013-0127-5
Journal or Publication Title: Electron. Mark.
Volume: 23
Number: 4
Page Range: S. 307 - 317
Date: 2013
Publisher: SPRINGER HEIDELBERG
Place of Publication: HEIDELBERG
ISSN: 1422-8890
Language: English
Faculty: Unspecified
Divisions: Unspecified
Subjects: no entry
Uncontrolled Keywords:
KeywordsLanguage
USER ACCEPTANCE; GAME COMMUNITIES; GRATIFICATIONS; MOTIVATIONS; TECHNOLOGY; KNOWLEDGE; ADOPTION; PLAYMultiple languages
Business; ManagementMultiple languages
URI: http://kups.ub.uni-koeln.de/id/eprint/47140

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