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Research On The Behavior And Motivation Of E-sports Game Players

Posted on:2022-04-08Degree:MasterType:Thesis
Country:ChinaCandidate:W KeFull Text:PDF
GTID:2507306524965579Subject:Sports news communication
Abstract/Summary:PDF Full Text Request
Driven by science and technology,as a new medium product,the freshness and excitement of electronic sports games brought to people greatly meet people’s emerging needs,thus developing rapidly.On February 9,2018,PUBG: Stimulation Battlefield,represented by Tencent,was officially launched in China.Before its launch,more than 71 million players had booked their games on the Android download platform.After the game online,the number of downloads also more than130 million,and netease at the same stage of the same type of e-sports game "army attack","PUBG: stimulate battlefield" number of players more than the army attack,the amazing number of players make it in the period occupied the major mobile phones,tablet games popular download list.Extensive statistics and media reports,and the participation of various stars are also disguised to promote the game,making PUBG: Stimulate the Battlefield a phenomenal game.This paper uses literature method,participatory observation method,in-depth interview method and questionnaire survey method,supported by the psychological motivation theory and the use and satisfaction theory of communication,trying to study the behavior and internal motivation of players in survival and stimulating battlefield.The subject of the paper is divided into four parts: game overview,assuming the behavior motivation,verifying the behavior motivation according to the questionnaire data,drawing relevant conclusions and causing thinking.Through research and analysis,it can be found that users have gained different experiences while using PUBG: Stimulate Battlefield with different motives: 1,social motivation,meet friends with electronic sports games;two,decompression and gain pleasure under entertainment motivation;three,attempts to explore freshness under motivation;four,gain satisfaction from good display.In addition,by cross-comparing the player ’s game motivation,it can be found that the entertainment motivation is the player’ s main use motivation,the obvious differences in the game motivation and behavior under different genders and educated backgrounds,and a significant influence between the player’s partial use motivation and behavior.This study complements the application of using and satisfying theory in e-sports games while having important practical significance for understanding the player’s motivation and behavior.
Keywords/Search Tags:E-sports Games, player, use and satisfaction, the Player Unknown’s Battlegrounds
PDF Full Text Request
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