Public perception of esports: an examination of esports image and genre differences

As esports continues to gain popularity, a clear understanding of the public image associated with esports would help corporations and organizations working within or collaborating with the esports industry to establish effective communication strategies for their target audiences. In this study, we identify the image people associate with esports and examine whether it varies across different esports genres. Two surveys were conducted for exploratory factor analysis and confirmatory factor analysis, followed by a series of ANOVA. Results reveal mixed image of esports, comprising three negative associations (i.e. provocative, addictive, and impulsive) and four positive associations (i.e. entertaining, competitive, aesthetic, and social). Moreover, distinct patterns exist for the image of esports across five different genres (i.e. Fighting, FPS, MOBA, Sport Simulation, and DCC games). It appears that positive associations vary more distinctly across esports genres than negative associations. Findings imply that there is no “one-size-fits-all” regarding how esports are perceived, highlighting the image of esports as multidimensional, highly contextual and advising against uniform treatment.

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Publication Details

Journal
Sport Management Review
Published
2024-10-04
DOI
https://doi.org/10.1080/14413523.2024.2398836
Citations
5
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
5.66
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article

Public perception of esports: an examination of esports image and genre differences

Shanshan Li, Kihan Kim, Hansol Kim, Jongho Kim
5 citations
Sport Management Review
Digital Games and Media
5.66
article

Public perception of esports: an examination of esports image and genre differences

Shanshan Li, Kihan Kim, Hansol Kim, Jongho Kim
article en
5 citations

Abstract

As esports continues to gain popularity, a clear understanding of the public image associated with esports would help corporations and organizations working within or collaborating with the esports industry to establish effective communication strategies for their target audiences. In this study, we identify the image people associate with esports and examine whether it varies across different esports genres. Two surveys were conducted for exploratory factor analysis and confirmatory factor analysis, followed by a series of ANOVA. Results reveal mixed image of esports, comprising three negative associations (i.e. provocative, addictive, and impulsive) and four positive associations (i.e. entertaining, competitive, aesthetic, and social). Moreover, distinct patterns exist for the image of esports across five different genres (i.e. Fighting, FPS, MOBA, Sport Simulation, and DCC games). It appears that positive associations vary more distinctly across esports genres than negative associations. Findings imply that there is no “one-size-fits-all” regarding how esports are perceived, highlighting the image of esports as multidimensional, highly contextual and advising against uniform treatment.

Sport Management ReviewVol. 28(1)
Seoul National University (KR), Nanjing Normal University (CN), Dongguk University (KR), Korea National Sport University (KR)
Openalex Percentile: Top 4%
Digital Games and Media
5.66
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