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Research On The Relationship Among College Students' E-sports Motivation,Self-identification And E-sports Behavior

Posted on:2021-05-23Degree:MasterType:Thesis
Country:ChinaCandidate:Y WangFull Text:PDF
GTID:2427330620977331Subject:Sports Management
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The e-sports industry has developed rapidly with government policy support and capital intervention,and the e-sports industry has also achieved impressive results.While the e-sports industry is booming,the number of participating users in e-sports has reached a bottleneck.For the main audience of the e-sports movement,the study of the relationship between college students 'participation motivation,self-identification and e-sports behavior has certain value.This article mainly explores whether college student participation motivation has an impact on behavior,how it affects,and self-identification in e-sports.Whether there is a mediating effect between participation motivation and e-sports behavior.Based on the literature review,this article draws on the theory of selfdetermination and selects the motivation for participation in e-sports as independent variables,which are divided into four dimensions: selfefficacy,enjoyment,interpersonal communication,and interest exchange;e-sports behavior is the dependent variable,which is divided into emotional concern and actuality.Participate in two dimensions,and add self-identification as an intermediary variable to build a model of the influence of e-sports participation motivation on e-sports behavior.Shanghai college students are used as survey objects and surveys are conducted using questionnaires.A total of 516 questionnaires were distributed and eventually collected.467 valid questionnaires.Statistical analysis such as analysis of variance,correlation analysis,regression analysis,and Bootstrap test were used to verify the research hypothesis.The results of this study indicate:(1)The gender of the survey sample has no significant difference between motivation and participation in e-sports,and gender has significant differences in self-identification,specifically male <female;there is no significant difference in motivation and self-identification in e-sports in different grades Differences,different grades have different e-sports behavior,specifically: freshman> junior;freshman> master's degree;freshman> doctoral degree.(2)The motivation of college students' participation in e-sports has a significant positive impact on e-sports behavior.Specifically,self-efficacy,enjoyment,and interpersonal interaction can affect emotional attention and actual participation.Interest exchange has an impact on emotional attention,but it has no significant effect on actual participation.From the perspective of the impact,from high to low: enjoyment Fun,self-efficacy,interpersonal communication.(3)E-sports participation motivation has a significant positive impact on self-identification,that is,the stronger the student 's e-sports participation motivation is,the stronger the influence of his offline self-identification is.(4)Self-identification has a significant positive impact on e-sports behavior,that is,the stronger the student's self-identity,the stronger the impact on esports behavior.(5)Self-identification has a part intermediary role between e-sports participation motivation and e-sports behavior.Students' e-sports participation motivation affects their e-sports behavior through the intermediary effect of self-identification.According to the research results,the relevant suggestions proposed in this article are: increase the entertainment perception of game content and events;enhance the interaction between student users and between clubs,professional players and student users;improve the confidence of student users;and guide student users to be correct participate.
Keywords/Search Tags:e-sports, e-sports motivation, self-identification, e-sports behavior
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