dc.description.abstract |
Over the past 10 years, electronic sports have become increasingly popular,
attracting crowds on par with those at regular athletic events for top-level
championships. The aim of this study was to identify the elements that influence
E-Sports consumption in Sri Lanka. This study was conducted using a quantitative
empirical analytical research design. The viewers (450) familiar with E-Sports from
nine provinces in Sri Lanka were included in this study by using the opportunity
sampling approach. Each participant responded to a 45-question online survey
that was based on E-Sport consumption but adjusted for the Sri Lankan setting. ESport
motivations included entertainment, knowledge, social interaction, arousal,
and skill. Furthermore, participation in E-Sports was measured in terms of time
spent consuming E-Sports. The MS Office package and SPSS software 17 were used
to analyze the data. As a result, the study has provided evidence of the positive
relationship between E-Sport motive and E-sport consumption (r=+0.264, p<0.05).
Moreover, demographic factors such as province, gender, and level of education
had a significant association with E-Sport consumption (chi-squared test, p<0.05),
and age did not have a significant association with E-Sport consumption (p>0.05).
The most popular E-Sports franchises in Sri Lanka were, in that order, Facebook
Gaming, YouTube, Twitch, and ESPN. The Sri Lankan population may be better
able to appreciate the importance of E-Sports as a result of this study, which can
expand knowledge of how motivation affects E-Sports consumption in the Sri
Lankan community. |
en_US |