While competitiveness ana peer pressure had a positive influence on eS translation - While competitiveness ana peer pressure had a positive influence on eS Vietnamese how to say

While competitiveness ana peer pres

While competitiveness ana peer pressure had a positive influence on eSports game playing, skill building for actual playing of sport had a negative influence on the amount of time spent on eSports. No literature exists that allow us to compare this finding. Although use of a convenience sample may limit its generalizability, this type of finding introduces a different perspective in explaining eSports consumption patterns. We first interpret this finding from the measurement perspective. For example, because the items in this factor measured whether playing eSports games helped to build real game skills, this result implied that there is a large discrepancy in the perception of skill building by game playing in a virtual environment versus real game settings. In addition, it is reasonable to say that virtual gaming such as eSports gives individuals a good opportunity to vicariously achieve what they cannot accomplish in a real sports setting (e.g., power fade or draw shots in golf). This finding further suggests that adequate instructions for eSports game buyers should be developed and supplied with the games when sold. Such instructions should also be detailed enough for experienced players but easy enough to follow for new users. Sellers of eSports games may also consider establishing a 'consumer interactive Q&A team' that can readily provide feedback on consumer inquiries
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While competitiveness ana peer pressure had a positive influence on eSports game playing, skill building for actual playing of sport had a negative influence on the amount of time spent on eSports. No literature exists that allow us to compare this finding. Although use of a convenience sample may limit its generalizability, this type of finding introduces a different perspective in explaining eSports consumption patterns. We first interpret this finding from the measurement perspective. For example, because the items in this factor measured whether playing eSports games helped to build real game skills, this result implied that there is a large discrepancy in the perception of skill building by game playing in a virtual environment versus real game settings. In addition, it is reasonable to say that virtual gaming such as eSports gives individuals a good opportunity to vicariously achieve what they cannot accomplish in a real sports setting (e.g., power fade or draw shots in golf). This finding further suggests that adequate instructions for eSports game buyers should be developed and supplied with the games when sold. Such instructions should also be detailed enough for experienced players but easy enough to follow for new users. Sellers of eSports games may also consider establishing a 'consumer interactive Q&A team' that can readily provide feedback on consumer inquiries
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While competitiveness ana peer pressure had a positive influence on eSports game playing, skill building for actual playing of sport had a negative influence on the amount of time spent on eSports. No literature exists that allow us to compare this finding. Although use of a convenience sample may limit its generalizability, this type of finding introduces a different perspective in explaining eSports consumption patterns. We first interpret this finding from the measurement perspective. For example, because the items in this factor measured whether playing eSports games helped to build real game skills, this result implied that there is a large discrepancy in the perception of skill building by game playing in a virtual environment versus real game settings. In addition, it is reasonable to say that virtual gaming such as eSports gives individuals a good opportunity to vicariously achieve what they cannot accomplish in a real sports setting (e.g., power fade or draw shots in golf). This finding further suggests that adequate instructions for eSports game buyers should be developed and supplied with the games when sold. Such instructions should also be detailed enough for experienced players but easy enough to follow for new users. Sellers of eSports games may also consider establishing a 'consumer interactive Q&A team' that can readily provide feedback on consumer inquiries
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