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dc.contributor.author Palihawadana, T
dc.contributor.author Wickramarachchi, WKDSA
dc.date.accessioned 2023-12-20T08:23:59Z
dc.date.available 2023-12-20T08:23:59Z
dc.date.issued 2023-10
dc.identifier.issn 3021-6559
dc.identifier.uri http://repo.lib.sab.ac.lk:8080/xmlui/handle/susl/4115
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
dc.language.iso en en_US
dc.subject Consumer Behavior en_US
dc.subject E-Sport Consumption en_US
dc.subject E-Sport Franchisers en_US
dc.subject E-Sport Motives en_US
dc.subject E-Sport en_US
dc.title E-Sport Consumption in Sri Lanka en_US
dc.type Article en_US


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  • ICAS 2023 [81]
    International Conference on Applied Sports

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