This study explores the rise in popularity esports has seen over the last few years, and how young adults have interacted with video games during that same time frame. The literature review summarizes past research on esports consumption, most notably player motivations and habits for esports consumption, the effect of COVID-19, and how the esports market has made major strides in the last decade. After conducting prior research, an empirical survey was conducted on esports consumers aged 18-24. Overall the study highlighted subjects' motivations to play or watch streams, as well as several aspects of their esports consumption habits, and how they changed before, during, and after the COVID-19 Pandemic. The research can help esports experts further understand where, why, and how young adults are interacting with esports today.
Image from Google
During the research, it was found that fun and entertainment was the main motivation for esports consumers. Surprisingly, it was found that TikTok live was the most utilized platform when it came to watching esports streams, going against what was found in prior research. Lastly, data suggests that subjects video game consumption skyrocketed during COVID-19, and many that played during the pandemic continued after the lockdowns were over. As for limitations, external and internal validity may have been affected by the survey distribution process and the set up of the survey questions.
The table of contents will bring you through the different stages of this research process, as well as the tabs at the top of the page. There is also a button on the bottom of each page that will take you directly to the next page on the site. The literature review on the following page will give you background knowledge on the subject, while the following categories will bring you through the research process. Finally you will find the key findings, limitations, and the conclusion to the study.