A Study on the Various Attribute of E-Sport Influencing Flow and Identification

Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward futur...

Full description

Saved in:
Bibliographic Details
Published inJournal of global scholars of marketing science pp. 59 - 80
Main Authors 서문식, 안진우, 김은영, 엄성원
Format Journal Article
LanguageKorean
Published 한국마케팅과학회 01.03.2008
Subjects
Online AccessGet full text
ISSN2163-9159
2163-9167

Cover

Abstract Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. Interactivity Anonymity Expandibility Similarity Attractivity Match Result Gamer Identification Flow Sponsor Identification e-sport game's attributes e-sport gamer's attributes All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there ... KCI Citation Count: 5
AbstractList Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. Interactivity Anonymity Expandibility Similarity Attractivity Match Result Gamer Identification Flow Sponsor Identification e-sport game's attributes e-sport gamer's attributes All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there ... KCI Citation Count: 5
Author 김은영
안진우
서문식
엄성원
Author_xml – sequence: 1
  fullname: 서문식
  organization: (부산대학교)
– sequence: 2
  fullname: 안진우
  organization: (영남이공대학)
– sequence: 3
  fullname: 김은영
  organization: (근로복지공단)
– sequence: 4
  fullname: 엄성원
  organization: (부산외국어대학교)
BackLink https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART001232723$$DAccess content in National Research Foundation of Korea (NRF)
BookMark eNqVyssKgkAUgOEhDLq-w1m2Ebyk5VLCyFVQ0XaYdMYOyjkxjkRvH0S0b_X9i38mPGLSIzGNwjT2szDdeL9OsolY9j3egiiJN2EQbafimMPZDfULmMDdNVyVRR56yJ2zeBucBjZQ-OcHWwclmW7QVCE1sO_4CYpqKGtNDg1WyiHTQoyN6nq9_DoXq31x2R18ska2FUpW-LFh2VqZny6lzNZplK7jP9Y3igdFoA
ContentType Journal Article
DBID ACYCR
DatabaseName Korean Citation Index
DatabaseTitleList
DeliveryMethod fulltext_linktorsrc
Discipline Business
EISSN 2163-9167
EndPage 80
ExternalDocumentID oai_kci_go_kr_ARTI_946264
GroupedDBID .7I
.QK
0BK
0R~
4.4
AAAVI
AAFVA
AAGZJ
AAMFJ
AAMIU
AAPUL
AAZMC
ABCCY
ABFIM
ABJVF
ABLIJ
ABPEM
ABPTX
ABQHQ
ABSSG
ABTAI
ABXUL
ABXYU
ACGCV
ACGFS
ACLSK
ACTIO
ACTOA
ACYCR
ADAHI
ADCVX
AECIN
AEGYZ
AEISY
AEKEX
AEMXT
AEOZL
AEPSL
AEYOC
AEZRU
AFOLD
AFWLO
AGDLA
AGMYJ
AGRBW
AIJEM
AJVKE
AKBVH
AKVCP
ALMA_UNASSIGNED_HOLDINGS
ALQZU
AVBZW
BEJHT
BLEHA
BMOTO
BOHLJ
CCCUG
DGFLZ
DKSSO
EBS
EJD
E~B
E~C
FUNRP
G-F
GJSVG
GTTXZ
HF~
HZ~
IPNFZ
J.O
KDLKA
KYCEM
LJTGL
M4Z
NA5
NW~
O9-
RIG
RNANH
ROSJB
RSYQP
S-F
STATR
TEK
TFH
TFL
TFW
TNTFI
TRJHH
UT5
UT9
V1K
~01
~S~
ID FETCH-nrf_kci_oai_kci_go_kr_ARTI_9462643
ISSN 2163-9159
IngestDate Tue Nov 21 21:35:08 EST 2023
IsPeerReviewed true
IsScholarly true
Language Korean
LinkModel OpenURL
MergedId FETCHMERGED-nrf_kci_oai_kci_go_kr_ARTI_9462643
Notes G704-001426.2008.18.1.006
ParticipantIDs nrf_kci_oai_kci_go_kr_ARTI_946264
PublicationCentury 2000
PublicationDate 2008-03
PublicationDateYYYYMMDD 2008-03-01
PublicationDate_xml – month: 03
  year: 2008
  text: 2008-03
PublicationDecade 2000
PublicationTitle Journal of global scholars of marketing science
PublicationYear 2008
Publisher 한국마케팅과학회
Publisher_xml – name: 한국마케팅과학회
SSID ssib025371028
ssj0000566636
ssib030194350
Score 3.3045938
Snippet Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence,...
SourceID nrf
SourceType Open Website
StartPage 59
SubjectTerms 경영학
Title A Study on the Various Attribute of E-Sport Influencing Flow and Identification
URI https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART001232723
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
ispartofPNX Journal of Global Scholars of Marketing Science(마케팅과학연구), 2008, 18(1), , pp.59-80
link http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnV1ba9swFBZpCmUvZb2MrbugwgSDkuHEdiI9ypeS5mGFko6-hTqWR8mIIaQP7Y_sb-onWYqdrqVZX4x8dCzJnM9HR_IniZDvQS5ydOuqw4trPUARvY7IshwfXqD01pOaD6XZFr_6w8tgdBVetVoPDdbS7TL7Ob1_dl3JW6wKGeyqV8n-h2VXhUKANOyLKyyM60Y2loYGeGcn_E9-Y9yrGa1yWR1jVdEGO-YgcziC6jQSPTVw-re0RODckoVq-_wbqNo9Q9ww2PyRd2ulT2wP6uzG0pjxgImYpRGTMYu4kURMJE0VETJucuRAq2uJZJFXq-BOaBKGzklcgjPeXSvFPYxr1DUSVOStTWTwmslloMfSRNeuG4g6QiYT09KBbU8Um8pQJRKh0fG10D4lTEIit3agPcSacOZ2x3HVlFVHgFin7RSq7t-re0bHBnjSYa5tzT2b3kz-lJPZYoIByNlEBBghBltky-_C626PL0bDofNvvdA38Zy7h28ViFa91Zwgvg0EgOY8RNd0hDzzRdEIecbvya6FAJUV8PZIa1bukx23VOKAnEtq8EfLOQX-qMUfXeGPlgW1-KMN_FGNPwr80XX8HZIfp-k4HnbQFvPGL765_4G05-VcfSQ085Xy4AfyQS6CQeaLYFoUivevFYJgrvgncvxqcUcb6Hwm72o4fSHt5eJWfUWkuMy-WQM8Ap2pXBo
linkProvider Taylor & Francis
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=A+Study+on+the+Various+Attribute+of+E-Sport+Influencing+Flow+and+Identification&rft.jtitle=Journal+of+global+scholars+of+marketing+science&rft.au=%EC%84%9C%EB%AC%B8%EC%8B%9D&rft.au=%EC%95%88%EC%A7%84%EC%9A%B0&rft.au=%EA%B9%80%EC%9D%80%EC%98%81&rft.au=%EC%97%84%EC%84%B1%EC%9B%90&rft.date=2008-03-01&rft.pub=%ED%95%9C%EA%B5%AD%EB%A7%88%EC%BC%80%ED%8C%85%EA%B3%BC%ED%95%99%ED%9A%8C&rft.issn=2163-9159&rft.eissn=2163-9167&rft.spage=59&rft.epage=80&rft.externalDBID=n%2Fa&rft.externalDocID=oai_kci_go_kr_ARTI_946264
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=2163-9159&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=2163-9159&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=2163-9159&client=summon