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With recognition of the need for studying eSports in this interactive digital communication era, many studies have explored the relatively new phenomenon of eSports gaming by focusing on both motivational and behavioral patterns of eSports consumption to determine whether eSports consumption stands alone as a distinct market or whether it is similar or compliments traditional sports consumption.
There are various other types of motives that represent various personal, social, structural, and game-related features giving individuals a chance to gratify unfulfilled needs by engaging in eSports games (Lee, Cianfrone, B yon, & Schoenstedt, 2010). The uses and gratifications theory can be another theoretical framework that provides explanations for an individual's tendency to engage in eSports games. This audience-centered approach requires that individuals take an active role in selecting and integrating media to fulfill needs such as entertainment, relaxation, diversion, escape, knowledge acquisition, interaction, social acceptance, and self-esteem (Katz, 1987; Rubin, 1994; Zillman & Bryant, 1985).
Based on the history of eSports game playing, many popular tournaments have drawn hundreds of participants from various continents. Approximately 800 gamers from 78 countries participated in the 2008 World Cyber Games (WCG) that was held in Cologne, Germany (World Cyber Games, 2009). According to the 2008 Entertainment Software Association (ESA) report, nearly 270 million computers and video game consoles were sold within the US, generating close to $10 billion in 2007, and it is estimated that video games are a $20 billion industry in the US alone (Nagle, 2009)
Using regression analysis and correlation technique may allow researchers to determine which behaviors motivate the desire to play eSports and subsequently, if similar marketing tactics may be used for both traditional sports and eSports marketing.
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