KOREASCHOLAR

PERCEIVED IMAGES OF EACH TYPES OF E-SPORTS: CONCEPT PRESENTATION AND DEVELOPMENT OF A MEASUREMENT SCALE

Jongho Kim, Yeayoung Noh, Yoonji Ryu, Kihan Kim
  • LanguageENG
  • URLhttp://db.koreascholar.com/Article/Detail/351234
Global Marketing Conference
2018 Global Marketing Conference at Tokyo (2018.07)
pp.712-713
글로벌지식마케팅경영학회 (Global Alliance of Marketing & Management Associations)
Abstract

The purpose of the current study was to deduct the factors for e-sports and to develop measurement scale of each images of those factors so as to establish the concept of esports. In order to achieve the aforementioned purpose, the study was conducted through three steps: (1) deduction of the elementary/principal factors which were based on the literature investigation and in-depth interview of experts and general public, (2) conducting first survey and exploratory factor analysis, and (3) conducting secondary survey followed by confirmatory factor analysis. In the first step, in order to develop and identify measurement scales, images concerning e-sports, game and sports perceived by consumers and related items used in the extant literature were investigated. Additionally, in order to verify the face and content validity of deducted items, in-depth interview of experts, professional gamers, professors of Sports Science, doctoral students, people in charge, general public and etc was conducted. And in the second step, the survey with those confirmed items scales were conducted and with the results derived from the survey, the exploratory factor analysis for measuring images consisting e-sports were also conducted. Finally, in the third step, secondary survey based on the results derived from the exploratory factor analysis were conducted and in order to test uni-dimensionality of the measurement tool with the results emanated from the secondary survey, confirmatory factor analysis were conducted. Through aforementioned three steps, the current study confirmed the image factors consisting e-sports which are comprised of six positive factors (i.e., sociality, entertainingness, aestheticness, leisureness, education, and stress relief) and five negative factors (i.e., addictiveness, violence, commercial viability/marketability, and closedness).

Author
  • Jongho Kim(Seoul National University, Korea)
  • Yeayoung Noh(Seoul National University, Korea)
  • Yoonji Ryu(Seoul National University, Korea)
  • Kihan Kim(Seoul National University, Korea)