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Türkiye'de Espor Oyunları Oynama Niyetini Etkileyen Motivasyonel Faktörleri Anlamak

Year 2022, , 1032 - 1051, 30.09.2022
https://doi.org/10.37679/trta.1141742

Abstract

Bu çalışmanın amacı, Türk espor oyuncularının espor oyunlarını oynama niyetlerinine yönelik motivasyonları araştırmaktır. Espor oyuncularının espor oyunlarını oynama niyetini etkileyen faktörler, PLS-SEM ile test edilmiştir. Araştırma modelini test etmek için 502 espor oyuncusuyla çevrimiçi bir anket yapılmıştır. Sonuçlar, fantezinin, rekabetin ve meydan okumanın istatistiksel olarak espor oyunları oynama niyetini etkilediğini göstermektedir. Ayrıca sosyal etkileşim ve oyalanmanın istatistiksel olarak espor oyunlarını oynama niyeti üzerinde “anlamlı bir etkisinin olmadığı” belirlenmiştir. Meydan okuma, rekabet ve fantezi motivasyonları, espor oyunları oynama niyetindeki varyansın %65,5'ini açıklamaktadır. Özellikle meydan okuma motivasyonunun oyun oynama niyeti üzerinde büyük etkisi olduğu tespit edilmiştir. Farklı bir kültürü temsil eden Türk espor oyuncularının oyun oynama motivasyonlarının incelenmesi, çalışmayı benzerlerinden farklılaştırmaktadır. Bu çalışma, fantezi, rekabet ve meydan okumanın espor oyunlarını oynama niyetini tahmin etmede önemli roller oynadığını göstererek yeni teorik ve pratik katkılar sağlamaktadır.

References

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  • Chen, A., Lu Y., & Wang B. (2016). Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology & People, 29(1), 99-119.
  • Cohen, J. (1988). Statistical power analysis for the behavioral sciences. Lawrence Erlbaum Associate.
  • Cranmer, E. E., Han D. D., Gisbergen M. V., & Jung, T. (2021). Esports matrix: Structuring the esports research agenda. Computers in Human Behavior, 117, 1-12.
  • Souza, L. L. F., & Souza, A. A. F. (2017). Consumer behavior of electronic games’players: A study on the intentions to play and to pay. Revista de Administraçao, 52(4), 419-430.
  • Dongseong, C., & Jinwoo, K. (2004). Why people continue to play online games: In search of critical design factors to increase custome loyalty to online contents. CyberPsychology & Behavior, 7(1), 11-24.
  • Fornell, C., & Larcker D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. Journal of Marketing Research, 18(3), 382–388.
  • Giammarco, E. A., Schneider, T. J., Carswell, J. J., & Knipe, W. S. (2015). Video game preferences and their relation to career interests. Personality and Individual Differences, 73, 98–104.
  • Hair, J. F., Anderson, R. E., Babin, B. J., & Black, W. C. (2010). Multivariate data analysis: A global perspective. New Yersey: Pearson.
  • Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (1998). Multivariate data analysis, London: Prentice Hall.
  • Hair, J. F., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. Journal of Marketing Theory and Practice, 19(2), 139-152.
  • Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt M. (2017). A primer on partial least squares structural equation modeling (PLS-SEM). Thousand Oaks, CA: Sage Publications.
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  • Hamari, J., Malik, A., Koski, J., & Johri, A. (2018). Uses and gratifications of pokémon go: Why do people play mobile location-based augmented reality games? International Journal of Human–Computer Interaction, 35(9), 804-819.
  • Hamari, J., Alha, K., Jarvel, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behaviour, 68, 538-546.
  • Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141.
  • Hamari, J., & Sjöblom, M. (2017). What is esports and why do people watch it?. Internet Research, 27(2), 211-232.
  • Hedlund, D. P. (2021). A typology of esport players. Journal of Global Sport Management, 1-18. https://doi.org/10.1080/24704067.2021.1871858
  • Henseler, J., Ringle, C. M., & Sarstedt M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of Academy of Marketing Science, 43(1), 115-135.
  • Hsu, C. L. & Lu, H. P. (2004). Why do people play on-line games? An extended tam with social influences and flow experience. Information & Management, 41(7), 853–868.
  • Jang, W. W., & Byon, K. K. (2020). Antecedents and consequence associated with esports gameplay. International Journal of Sports Marketing and Sponsorship, 21(1), 1-22. http://dx.doi.org/10.1108/IJSMS012019-0013
  • Jansz, J., Avis, C., & Vosmeer M. (2010). Playing the sims2: An exploration of gender differences in players’ motivations and patterns of play. New Media & Society, 12, 235–251.
  • Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. Cyberpsychology & Behavior, 10(1), 133-136.
  • Jin, C. H. (2014). The role of users’ motivations in generating social capital building and subjective well being: The case of social network games. Computers in Human Behavior, 39, 29–38.
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Jöreskog, K. G., & Sörbom, D. (1996). LISREL 8: User’s reference guide. Lincolnwood, IL: Scientific Software International.
  • Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., Meng, J., Osborn, J., & Williams, D. (2015). The trojan player typology: a cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354–361.
  • Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8(1), 28-40.
  • Kim, Y., & Soojin, K. (2011). Segmenting sport video game users by need gratifications: A cluster analysis. 19th Conference of the European Association for Sport Management.
  • Klimmt, C., Schmid, H., & Orthmann J. (2009). Exploring the enjoyment of playing browser games. Cyberpsychology and Behaviour, 12(2), 231–234.
  • Kocaömer, C. (2018). Elektronik spor faaliyetlerinde sponsorluğun marka değeri üzerine etkisi: League of Legends örneği. Ege Üniversitesi İletişim Fakültesi Medya ve İletişim Araştırmaları Hakemli E Dergisi, (5), 46-82.
  • Kock, N. (2015). Common method bias in PLS-SEM: A full collinearity assessment approach. International Journal of e-Collaboration (IJeC), 11(4), 1-10.
  • Lee, D. & Schoenstedt, L. J. (2011). Comparison of esports and traditional sports consumption motives. Journal of Research in Health, Physical Education, Recreation, Sport & Dance, 6(2), 39-44.
  • Lee, M. C. (2009). Understanding the behavioural intention to play online games an extension of the theory of planned behavior. Online Information Review, 33(5), 849-872.
  • Lee, S. W., An, J. W., & Lee, J. Y. (2014). The relationship between e-sports viewing motives and satisfaction: The case of league of legends paper presented at the International Conference on Busines, Management & Corporate Social Responsibility. Available at: https://www.semanticscholar.org/paper/The Relationship between-E Sports Viewing Motives %3A-Lee-An/4699a26461a6ff5659eeda201e465ed11a642626 (acessed 17.12.2020)
  • Liu, C. C. (2017). A model for exploring players flow experience in online games. Information Technology & People, 30(1), 139-162.
  • Lucas, K., & Sherry, J. L. (2004). Sex differences in video game play: A communication based explanation. Communication Research, 31(5), 499-523.
  • Marta, R. F., Syarnubi, K. L., Wang, C., Cahyanto, I. P., Briandana, R., & Isnaini, M. (2021). Gaining public support: Framing of esports news content in the COVID-19 pandemic. SEARCH Journal of Media and Communication Research, 13, 71-86.
  • Martončik, M. (2015). E-sports: Playing just for fun or playing to satisfy life goals?. Computers in Human Behavior, 48, 208-211.
  • Merikivi, J., Tuunainen, V., & Nguyen, D. (2017). What makes continued mobile gaming enjoyable? Computers in Human Behavior, 68, 411-421.
  • Newzoo (2015). The global growth of esports trends, revenues, and audience towards 2017, Newzoo.
  • Pavlou, P. A., Liang, H., & Xue, Y. (2007). Understanding and mitigating uncertainty in online exchange relationships: A principal-agent perspective. MIS Quarterly, 31(1), 105-136.
  • Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903.
  • Rahmawati, D., Mulyana, D., & Safitri, D. (2019). Knowledge sharing dynamics among dota 2 Online gamers at Indonesian internet cafes. SEARCH (Malaysia), 11(3), 41-53.
  • Ringle, C. M., Wende, S., & Becker J. M. (2015). SmartPLS 3. available at https://www.researchgate.net/publication/270883448_SmartPLS_3 (accessed 08.01.2022)
  • Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Playing seriously- how gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior, 63, 392-407.
  • Sarstedt, M. Ringle, C. M., & Hair J. F. (2017). Partial least squares structural equation modeling. Homburg, C., Klarmann, M., Vomberg, A. (Eds.), Handbook of market research. Cham: Springer.
  • Salvador, A., & Costa, R. (2009). Coping with competition: Neuroendocrine responses and cognitive variables. Neuroscience and Biobehavioral Reviews, 33, 160–170.
  • Schüler, J. (2007). Contribution to the special section arousal of flow experience in a learning setting and its effects on exam performance and affect. Erschienen in: Zeitschrift für Pädagogische Psychologie, 21(3), 217-227.
  • Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13-14), 1542-1560.
  • Sherry, J. L., Greenberg, B. S., Lucas, K., & Lachlan, K. A. (2006). Video game uses and gratifications as predictors of use and game preference. International Journal of Sports Marketing and Sponsorship, 8, 213-224.
  • Shin, D. H., & Shin Y.J. (2011). Why do people play social network games? Computers in Human Behavior, 27(2), 852–861. Ströh, J. H. (2017). The esports market and eSports sponsoring, Tectum Verlag.
  • Tan, W. K., Yeh, Y. D., & Chen, S. H. (2017). The role of social interaction element on intention to play MMORPG in the future: From the perspective of leisure constraint negotiation process. Games and Culture, 12(1), 28-55.
  • Wei, P. S. & Lu, H. P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), 313-331.
  • Weiss, T. & Schiele, S. (2013). Virtual worlds in competitive contexts: Analyzing esports consumer needs. Electron Markets, 23, 307-316.
  • Weiss T. (2011). Fulfilling the needs of esports consumers: A uses and gratifications perspective paper presented at the 24th Bled eConference eFuture: Creating Solutions for the Individual, Organisations and Society, 12-15 June, Slovenia, Bled, (accessed 20.01.2021).
  • Williams, D., Yee, N. & Caplan, S. E. (2008). Who plays, how much, and why? debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication. 13(4), 993–1018.
  • Wu, C.G., Gerlach, J. H., & Young, C. E. (2007). An Empirical Analysis of Open Source Software Developers’ Motivations and Continuance Intentions. Information & Management, 44(3), 253-262.
  • Wu, J. H., Wang, S. C., & Tsai, H. H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862-1871.
  • Wu, J. & Holsapple, C. (2014). Imaginal and emotional experiences in pleasure-oriented it usage: A hedonic consumption perspective. Information & Management, 51, 80–92.
  • Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of Electronic Commerce Research, 8(2), 128-140.
  • Xu, X. (2014). Understanding users’ continued use of online games: An application of UTAUT2 in social network games, MMEDIA 2014: The Sixth International Conferences on Advances in Multimedia IARIA. Available at http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.886.5966&rep=rep1&type= pdf (accessed 05.02.2021)
  • Yee, N. (2006). Motivations for playing online games. Cyberpsychology and Behaviour, 9(6), 772–775.
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Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye

Year 2022, , 1032 - 1051, 30.09.2022
https://doi.org/10.37679/trta.1141742

Abstract

The purpose of this study is to investigate Turkish esports players' motivations for their intention to play esports games. The factors influencing esports players' intention to play esports games were tested with PLS-SEM. An online survey was conducted with 502 esports players to test the research model. The results demonstrate that fantasy, competition, and challenge statistically influence the intention to play esports games. In addition, it was determined that social interaction and diversion didn’t have a statistically significant effect on the intention to play esports games. Challenge, competition, and fantasy motivations explain 65.5% of the variance in intention to play esports games. In particular, it has been determined that challenge motivation has a large impact on the intention to play. Examining the gaming motivations of Turkish esports players, who represent a different culture, differentiates the study from its counterparts. This study makes new theoretical and practical contributions by showing that fantasy, competition, and challenge play important roles to predict on the intention to play esports games.

References

  • Albrechtslund, A., & Dubbeld, L. (2005). The plays and arts of surveillance: Studying surveillance as entertainment. Surveillance & Society, 3(2/3), 216-221.
  • Argan, M., Özer A., & Akın, E. (2006). Elektronik spor: Türkiye’deki siber sporcuların tutum ve davranışları. Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1(2), 1-11.
  • Chen, A., Lu Y., & Wang B. (2016). Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology & People, 29(1), 99-119.
  • Cohen, J. (1988). Statistical power analysis for the behavioral sciences. Lawrence Erlbaum Associate.
  • Cranmer, E. E., Han D. D., Gisbergen M. V., & Jung, T. (2021). Esports matrix: Structuring the esports research agenda. Computers in Human Behavior, 117, 1-12.
  • Souza, L. L. F., & Souza, A. A. F. (2017). Consumer behavior of electronic games’players: A study on the intentions to play and to pay. Revista de Administraçao, 52(4), 419-430.
  • Dongseong, C., & Jinwoo, K. (2004). Why people continue to play online games: In search of critical design factors to increase custome loyalty to online contents. CyberPsychology & Behavior, 7(1), 11-24.
  • Fornell, C., & Larcker D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. Journal of Marketing Research, 18(3), 382–388.
  • Giammarco, E. A., Schneider, T. J., Carswell, J. J., & Knipe, W. S. (2015). Video game preferences and their relation to career interests. Personality and Individual Differences, 73, 98–104.
  • Hair, J. F., Anderson, R. E., Babin, B. J., & Black, W. C. (2010). Multivariate data analysis: A global perspective. New Yersey: Pearson.
  • Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (1998). Multivariate data analysis, London: Prentice Hall.
  • Hair, J. F., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. Journal of Marketing Theory and Practice, 19(2), 139-152.
  • Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt M. (2017). A primer on partial least squares structural equation modeling (PLS-SEM). Thousand Oaks, CA: Sage Publications.
  • Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2-24.
  • Hamari, J., Malik, A., Koski, J., & Johri, A. (2018). Uses and gratifications of pokémon go: Why do people play mobile location-based augmented reality games? International Journal of Human–Computer Interaction, 35(9), 804-819.
  • Hamari, J., Alha, K., Jarvel, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behaviour, 68, 538-546.
  • Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141.
  • Hamari, J., & Sjöblom, M. (2017). What is esports and why do people watch it?. Internet Research, 27(2), 211-232.
  • Hedlund, D. P. (2021). A typology of esport players. Journal of Global Sport Management, 1-18. https://doi.org/10.1080/24704067.2021.1871858
  • Henseler, J., Ringle, C. M., & Sarstedt M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of Academy of Marketing Science, 43(1), 115-135.
  • Hsu, C. L. & Lu, H. P. (2004). Why do people play on-line games? An extended tam with social influences and flow experience. Information & Management, 41(7), 853–868.
  • Jang, W. W., & Byon, K. K. (2020). Antecedents and consequence associated with esports gameplay. International Journal of Sports Marketing and Sponsorship, 21(1), 1-22. http://dx.doi.org/10.1108/IJSMS012019-0013
  • Jansz, J., Avis, C., & Vosmeer M. (2010). Playing the sims2: An exploration of gender differences in players’ motivations and patterns of play. New Media & Society, 12, 235–251.
  • Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. Cyberpsychology & Behavior, 10(1), 133-136.
  • Jin, C. H. (2014). The role of users’ motivations in generating social capital building and subjective well being: The case of social network games. Computers in Human Behavior, 39, 29–38.
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Jöreskog, K. G., & Sörbom, D. (1996). LISREL 8: User’s reference guide. Lincolnwood, IL: Scientific Software International.
  • Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., Meng, J., Osborn, J., & Williams, D. (2015). The trojan player typology: a cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354–361.
  • Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8(1), 28-40.
  • Kim, Y., & Soojin, K. (2011). Segmenting sport video game users by need gratifications: A cluster analysis. 19th Conference of the European Association for Sport Management.
  • Klimmt, C., Schmid, H., & Orthmann J. (2009). Exploring the enjoyment of playing browser games. Cyberpsychology and Behaviour, 12(2), 231–234.
  • Kocaömer, C. (2018). Elektronik spor faaliyetlerinde sponsorluğun marka değeri üzerine etkisi: League of Legends örneği. Ege Üniversitesi İletişim Fakültesi Medya ve İletişim Araştırmaları Hakemli E Dergisi, (5), 46-82.
  • Kock, N. (2015). Common method bias in PLS-SEM: A full collinearity assessment approach. International Journal of e-Collaboration (IJeC), 11(4), 1-10.
  • Lee, D. & Schoenstedt, L. J. (2011). Comparison of esports and traditional sports consumption motives. Journal of Research in Health, Physical Education, Recreation, Sport & Dance, 6(2), 39-44.
  • Lee, M. C. (2009). Understanding the behavioural intention to play online games an extension of the theory of planned behavior. Online Information Review, 33(5), 849-872.
  • Lee, S. W., An, J. W., & Lee, J. Y. (2014). The relationship between e-sports viewing motives and satisfaction: The case of league of legends paper presented at the International Conference on Busines, Management & Corporate Social Responsibility. Available at: https://www.semanticscholar.org/paper/The Relationship between-E Sports Viewing Motives %3A-Lee-An/4699a26461a6ff5659eeda201e465ed11a642626 (acessed 17.12.2020)
  • Liu, C. C. (2017). A model for exploring players flow experience in online games. Information Technology & People, 30(1), 139-162.
  • Lucas, K., & Sherry, J. L. (2004). Sex differences in video game play: A communication based explanation. Communication Research, 31(5), 499-523.
  • Marta, R. F., Syarnubi, K. L., Wang, C., Cahyanto, I. P., Briandana, R., & Isnaini, M. (2021). Gaining public support: Framing of esports news content in the COVID-19 pandemic. SEARCH Journal of Media and Communication Research, 13, 71-86.
  • Martončik, M. (2015). E-sports: Playing just for fun or playing to satisfy life goals?. Computers in Human Behavior, 48, 208-211.
  • Merikivi, J., Tuunainen, V., & Nguyen, D. (2017). What makes continued mobile gaming enjoyable? Computers in Human Behavior, 68, 411-421.
  • Newzoo (2015). The global growth of esports trends, revenues, and audience towards 2017, Newzoo.
  • Pavlou, P. A., Liang, H., & Xue, Y. (2007). Understanding and mitigating uncertainty in online exchange relationships: A principal-agent perspective. MIS Quarterly, 31(1), 105-136.
  • Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903.
  • Rahmawati, D., Mulyana, D., & Safitri, D. (2019). Knowledge sharing dynamics among dota 2 Online gamers at Indonesian internet cafes. SEARCH (Malaysia), 11(3), 41-53.
  • Ringle, C. M., Wende, S., & Becker J. M. (2015). SmartPLS 3. available at https://www.researchgate.net/publication/270883448_SmartPLS_3 (accessed 08.01.2022)
  • Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Playing seriously- how gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior, 63, 392-407.
  • Sarstedt, M. Ringle, C. M., & Hair J. F. (2017). Partial least squares structural equation modeling. Homburg, C., Klarmann, M., Vomberg, A. (Eds.), Handbook of market research. Cham: Springer.
  • Salvador, A., & Costa, R. (2009). Coping with competition: Neuroendocrine responses and cognitive variables. Neuroscience and Biobehavioral Reviews, 33, 160–170.
  • Schüler, J. (2007). Contribution to the special section arousal of flow experience in a learning setting and its effects on exam performance and affect. Erschienen in: Zeitschrift für Pädagogische Psychologie, 21(3), 217-227.
  • Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13-14), 1542-1560.
  • Sherry, J. L., Greenberg, B. S., Lucas, K., & Lachlan, K. A. (2006). Video game uses and gratifications as predictors of use and game preference. International Journal of Sports Marketing and Sponsorship, 8, 213-224.
  • Shin, D. H., & Shin Y.J. (2011). Why do people play social network games? Computers in Human Behavior, 27(2), 852–861. Ströh, J. H. (2017). The esports market and eSports sponsoring, Tectum Verlag.
  • Tan, W. K., Yeh, Y. D., & Chen, S. H. (2017). The role of social interaction element on intention to play MMORPG in the future: From the perspective of leisure constraint negotiation process. Games and Culture, 12(1), 28-55.
  • Wei, P. S. & Lu, H. P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), 313-331.
  • Weiss, T. & Schiele, S. (2013). Virtual worlds in competitive contexts: Analyzing esports consumer needs. Electron Markets, 23, 307-316.
  • Weiss T. (2011). Fulfilling the needs of esports consumers: A uses and gratifications perspective paper presented at the 24th Bled eConference eFuture: Creating Solutions for the Individual, Organisations and Society, 12-15 June, Slovenia, Bled, (accessed 20.01.2021).
  • Williams, D., Yee, N. & Caplan, S. E. (2008). Who plays, how much, and why? debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication. 13(4), 993–1018.
  • Wu, C.G., Gerlach, J. H., & Young, C. E. (2007). An Empirical Analysis of Open Source Software Developers’ Motivations and Continuance Intentions. Information & Management, 44(3), 253-262.
  • Wu, J. H., Wang, S. C., & Tsai, H. H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862-1871.
  • Wu, J. & Holsapple, C. (2014). Imaginal and emotional experiences in pleasure-oriented it usage: A hedonic consumption perspective. Information & Management, 51, 80–92.
  • Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of Electronic Commerce Research, 8(2), 128-140.
  • Xu, X. (2014). Understanding users’ continued use of online games: An application of UTAUT2 in social network games, MMEDIA 2014: The Sixth International Conferences on Advances in Multimedia IARIA. Available at http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.886.5966&rep=rep1&type= pdf (accessed 05.02.2021)
  • Yee, N. (2006). Motivations for playing online games. Cyberpsychology and Behaviour, 9(6), 772–775.
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There are 65 citations in total.

Details

Primary Language English
Subjects Communication and Media Studies
Journal Section Articles
Authors

Mikail Batu 0000-0002-6791-0098

Celal Kocaömer 0000-0001-9593-1761

Onur Tos 0000-0003-4992-9315

Neslihan Kocaömer 0000-0003-2802-105X

Publication Date September 30, 2022
Submission Date July 7, 2022
Acceptance Date September 23, 2022
Published in Issue Year 2022

Cite

APA Batu, M., Kocaömer, C., Tos, O., Kocaömer, N. (2022). Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye. TRT Akademi, 7(16), 1032-1051. https://doi.org/10.37679/trta.1141742