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As the esports industry continues to grow, so does research on this type of media. There are a plethora of studies that cover economic and viewership growth of the industry, the causes for esports’ recent rise, and the groups of people that contribute to esports consumption. Research by Hedlund (2023) and Norldland (2023) suggest Generation Z and Millennials as the groups with the most esports participants, and therefore more research should be conducted on their habits, and how they may affect the esports landscape.
Therefore, the focus of this study is to find out why so many college aged individuals have become invested in esports, and what factors have contributed to their overall consumption. To best address these questions, a survey was chosen for this study. According to Davis and Lachlan (2017), surveys provide straightforward questioning, and collection of large amounts of information on a target audience, which are reasons why choosing a survey was important for this study.
Three research questions were posed, aiming to find esports consumers' motivations, the influence of streaming apps, and the impact of COVID-19 on the subject’s esports practices. With this in mind, questions that were clearly phrased helped make sure the subjects answered questions most accurate to their experience. Additionally, a large number of subjects made sure that esports consumers from a wide variety of backgrounds were heard from.
The target population was active esports consumers, 18-24 years of age. Active esports consumers have been defined as being actively engaged in esports multiple times per week, whether that be playing video games or watching esports streams. As mentioned previously, Hedlund (2023) and Nordland (2023) demonstrated the impact that college aged students have on the esports industry, and recommend further research on this group’s habits.
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Convenience and snowball sampling were used to distribute this survey. The survey link was posted to the researcher’s Instagram, LinkedIn pages, and snapchat pages, and sent to esports consumers through direct messaging. Additionally, the survey link was posted in esports fan pages on Reddit. Convenience sampling was used as the researcher utilized previously formed and accessible audiences to recruit subjects. Snowball sampling was also used, as the researcher counted on subjects’ to further distribute the study through word of mouth.
After data collection, 111 survey respondents were recorded. 148 people took part in the survey, but 38 individuals were omitted for various reasons. 22 responses were omitted for being a current student at Endicott college, while 12 were not included for being outside of this study’s desired age range. Out of 111 recorded responses, 82 were males, 28 were females, and 1 participant was non-binary.
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Three research questions were posed for the basis of this study. First, the researcher seeked the target population's motivation to consume esports.
The independent variable can be defined as the subject’s motivations. To find this data, subjects were first asked what their primary motivations were to play video games, and were given the following options: Competition, fun/entertainment, camaraderie/spend time with friends, escape from real world problems, passing time, making money, to stream.
These options were formed from a combination of research from Orsoglu et al., (2023), Kohls et al., (2023), Billings and Mikkilineni’s (2023), and Hedlund (2023). This gave subjects various options that are common among esports consumers, and gave researchers an accurate glimpse into what personal factors affect esports consumption.
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Next, the researcher looked for information on how streaming apps influenced esports consumption.
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The independent variable for this research question was the streaming apps themselves. One example of how the influence of streaming apps was measured was when subjects were asked if they currently played video games, and currently watched video game streams. These results were then compared to see if there is
The third and final research question focused on the COVID-19 pandemic, and if pandemic lockdowns had any effect on esports practices.
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The independent variable for this research question was the COVID-19 pandemic lockdown. In order to find if this time period had an effect on esports consumption, subjects were asked if they played and watched esports before, during, and after the pandemic lockdowns. The pandemic was defined as March 2020-August 2020, and each of these questions had the subject answer either “yes” or “no”.
Esports consumption was the dependent variable for all three research questions. Each independent variable was supported by the same line of questioning, and aided single item and bivariate analysis following data collection. These questions asked subjects how many hours per week they spent playing or viewing esports before, during, and after the pandemic, and helped the researcher gather data for all three research questions. For these types of questions, subjects were given nine options separated by five hour increments, ranging from 1-5 hours up to 41+ hours per week.