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General definitions of motives imply that individuals have certain needs and these unfulfilled needs become a driving force for future behaviors. Maslow's (1943) seminal work of need hierarchy theory indicated that there are five hierarchical stages of human needs that act as motivating forces for various behaviors. Those needs include, from low to high, physiological needs, safety needs, love needs, esteem needs, and self -actualization needs. In essence, the lower level of needs must be fulfilled in order to move up to the higher levels of needs. In more recent theories, 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).
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