What does it take? A CB-SEM study on game motivation for e-sports players in India

Purpose The emergence of e-sports as a major sporting category has led to a rise in global research on player motivation. The existing studies point a market-based skewness accentuated by demographic variation warranting market-specific research. This study attempts to address this challenge owing to the lack of research on player motivation for e-sports in India. Design/methodology/approach The study draws factors of motivation from foundational theories in self-gratification and player motivation. The survey was conducted using an online questionnaire sent across various channels including social media and also using snowballing. Measurement models were tested using confirmatory factor analysis (CFA) (n-423) and CB-SEM (n-423) was used for ultimate path analysis and hypothesis testing. Findings The findings suggest that e-sports players in India are driven by achievement due to the feeling of competition and advancement in the game. The ability to socialize and work in teams further extends this motivation. Finally, discovering newer game elements and a sense of escaping reality adds to the list of gratification that motivates the players. The demographic and usage behavior points toward a significant shift in the Indian e-sports industry. Research limitations/implications The study presents empirical evidence to understand the motivation of Indian e-sports players in context with the motivation scale developed by Yee (2007) for the e-sports category that was based on Bartle’s Player Types. While it is one of the first research studies that empirically established player motivation in the context of the Indian e-sports industry, it is the first research based on Bartle’s player types. Practical implications The findings provide clear insights into what is motivating Indian e-sports players to play (or not play!) a particular e-sports or league. This shall help game developers and league organizers to understand what aspects of a game are more relevant for Indian e-sports players and accordingly integrate them into the game or league. Social implications This study is also expected to help e-sports players in India understand and synthesize their motivations for playing e-sports. This may help them to regulate their own emotions and expectations from the game thus addressing concerns concerning mental health issues that they may exhibit due to game stress (Leis et al., 2024). Originality/value This study investigates player motivations based on perceived gratification – achievement, socializing and immersion, drawn from Bartle’s player types for Indian e-sports players. The study shall help game developers and league owners by targeting specific sub-components of motivation more effectively to enhance player experience thus increasing engagement and retention.

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Publication Details

Journal
Sport Business and Management An International Journal
Published
2025-08-12
DOI
https://doi.org/10.1108/sbm-02-2025-0028
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

What does it take? A CB-SEM study on game motivation for e-sports players in India

Tapish Panwar
Sport Business and Management An International Journal
Digital Games and Media
article

What does it take? A CB-SEM study on game motivation for e-sports players in India

Tapish Panwar
article en

Abstract

Purpose The emergence of e-sports as a major sporting category has led to a rise in global research on player motivation. The existing studies point a market-based skewness accentuated by demographic variation warranting market-specific research. This study attempts to address this challenge owing to the lack of research on player motivation for e-sports in India. Design/methodology/approach The study draws factors of motivation from foundational theories in self-gratification and player motivation. The survey was conducted using an online questionnaire sent across various channels including social media and also using snowballing. Measurement models were tested using confirmatory factor analysis (CFA) (n-423) and CB-SEM (n-423) was used for ultimate path analysis and hypothesis testing. Findings The findings suggest that e-sports players in India are driven by achievement due to the feeling of competition and advancement in the game. The ability to socialize and work in teams further extends this motivation. Finally, discovering newer game elements and a sense of escaping reality adds to the list of gratification that motivates the players. The demographic and usage behavior points toward a significant shift in the Indian e-sports industry. Research limitations/implications The study presents empirical evidence to understand the motivation of Indian e-sports players in context with the motivation scale developed by Yee (2007) for the e-sports category that was based on Bartle’s Player Types. While it is one of the first research studies that empirically established player motivation in the context of the Indian e-sports industry, it is the first research based on Bartle’s player types. Practical implications The findings provide clear insights into what is motivating Indian e-sports players to play (or not play!) a particular e-sports or league. This shall help game developers and league organizers to understand what aspects of a game are more relevant for Indian e-sports players and accordingly integrate them into the game or league. Social implications This study is also expected to help e-sports players in India understand and synthesize their motivations for playing e-sports. This may help them to regulate their own emotions and expectations from the game thus addressing concerns concerning mental health issues that they may exhibit due to game stress (Leis et al., 2024). Originality/value This study investigates player motivations based on perceived gratification – achievement, socializing and immersion, drawn from Bartle’s player types for Indian e-sports players. The study shall help game developers and league owners by targeting specific sub-components of motivation more effectively to enhance player experience thus increasing engagement and retention.

Sport Business and Management An International Journal
Alltech (United States) (US), Bhartiya Skill Development University (IN)
Openalex Percentile: Top 72%
Digital Games and Media
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