Virtual worlds in competitive contexts: Analyzing eSports consumer needs
- 5.1k Downloads
More recently, 3D graphical environments on the Internet, that is virtual worlds, have moved to the center of scientific interest. Since virtual worlds are suggested to mold social computing, research has predominately focused on collaborative virtual worlds. Yet, virtual worlds increasingly move to competitive environments leaving operating businesses with the question as to what to offer in order to fulfill customers’ needs. To close this knowledge gap, we examine competitive virtual worlds in terms of eSports services intrinsically tying cooperation and competition; we illuminate competitive and hedonic need gratifications of continuous eSports use. We apply Uses and Gratifications theory reporting on ten in-depth expert interviews as well as survey data collected from 360 eSports players. We reveal that both competitive (competition and challenge) and hedonic need gratifications (escapism) drive continuous eSports use.
KeywordsVirtual worlds eSports Uses and gratifications
JEL classificationM1–Business Administration M19–Other
- Davenport, T., & Prusak, L. (1998). Working knowledge. Boston: Harvard Business School Press.Google Scholar
- ESA (2008). Essential facts about the computer and video game industry 2008: Sales, demographic and usage Data. www.scribd.com/doc/4786879/essential-facts-about-the-computer-and-video-game-industry-2008-sales-demographic-and-usage-data, accessed on 08/30/2011.
- Fetscherin, M., & Lattemann, C. (2008). User acceptance of virtual worlds. Journal of Electronic Commerce Research, 9(3), 231–242.Google Scholar
- Griffiths, M. (1993). Are computer games bad for children? The Psychologist: Bulletin of the British Psychological Society, 6(1), 401–407.Google Scholar
- Kankanhalli, A., Tan, B., & Wei, K.-K. (2005). Contributing knowledge to electronic knowledge repositories: an empirical investigation. MIS Quarterly, 29(1), 113–143.Google Scholar
- Mantymaki, M., & Riemer, K. (2011). How social are social virtual worlds? An investigation of hedonic, utilitarian, social and normative usage drivers. In Peter B. Seddon und Shirley Gregor (Eds.). Proceedings of the 15th Pacific Asia Conference on Information Systems (PACIS). Brisbane, Australia, July 7–11. AIS: Queensland, Australia.Google Scholar
- Mäyrä, F. (2008). An introduction to game studies: Games and culture. London: Sage Publications.Google Scholar
- Mueller, J., Hutter, K., Fueller, J., Matzler, K. (2010). Virtual worlds as knowledge management platform – a practice-perspective. Information Systems Journal, accepted. doi: 10.1111/j.1365-2575.2010.00366.x
- Rajanen, M., & Iivari, N. (2007). Usability cost-benefit analysis: How usability became a curse word? In C. Baranauskas, P. Palanque, & J. Abascal (Eds.), Proceedings of the 11th IFIP TC 13 Conference (pp. 511–524). Springer-Verlag: Berlin.Google Scholar
- Sangwan, S. (2005). Virtual community success: A uses and gratifications perspective [Electronic Version]. In Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS) 2005, January 3–6. Big Island, HA.. Retrieved on 2011-09-14, from ACM Digital Library. doi: 10.1109/HICSS.2005.673.
- Sherry, J., & Lucas, K. (2003). Video game uses and gratifications as predictors of use and game preference [Electronic Version]. In Proceedings of the International Communication Association Annual Conference (ICA) 2003, May 23–27. San Diego, CA. Retrieved on 2010-11-14, from allacademic Research.Google Scholar
- Sherry, J., Greenberg, B., Lucas, S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. In P. Vorderer & J. Bryant (Eds.), Playing computer games: Motives, responses and consequences. Mahwah: Erlbaum.Google Scholar
- Taylor, T. (2006). Play between worlds. Cambridge: MIT Press.Google Scholar
- v.d. Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28(4), 695–704.Google Scholar
- Wasko, M., & Faraj, S. (2005). Why should I share? Examining social capital and knowledge contribution in electronic networks of practice. MIS Quarterly, 29(1), 35–57.Google Scholar
- Weiss, T. (2008). Cultural influences on hedonic adoption behavior: Propositions regarding the adoption of competitive video and computer online gaming [Electronic Version]. In Proceedings of the SIG-DIGIT Workshop 2008, December 14. Paris, France. aisel.aisnet.org, accessed on 11/14/2010.
- Weiss, T. (2011). Fulfilling the Needs of eSports Consumers: A Uses and Gratifications Perspective. In Proceedings of the 24th Bled eConference “eFuture: Creating Solutions for the Individual, Organisations and Society”. Bled, Slovenia, June 12-15.Google Scholar
- Weiss, T., & Loebbecke, C. (2008). Online gaming adoption in competitive social networks: Combining the theory of planned behavior and social network theory [Electronic Version]. In Proceedings of the Americas Conference on Information Systems (AMCIS) 2008, August 14-17. Toronto, ON, Canada. aisel.aisnet.org, accessed on 11/14/2010.
- Weiss, T., & Loebbecke, C. (2009). Participating in competitive online games: Analyzing competitive and hedonic decision elements. Presentation held at the European Conference on Operational Research (EURO XXIII) 2009, July 5-8. Bonn, Germany.Google Scholar
- Zhou, Z., Jin, X.-L., Vogel, D., Guo, X., & Chen, X. (2010). Individual motivations for using social virtual worlds: An exploratory investigation in second life. In R. H. Sprague (Ed.), Proceedings of the 43rd Annual Hawaii International Conference on System Sciences (HICSS) (pp. 1–10). New York: IEEE Press Books. doi: 10.1109/HICSS.2010.230.Google Scholar