Table 9 Regression analyses of e-sport fans’ motivation and frequency to watch live streams.
From: Exploring e-sports fans’ motivation for watching live streams based on self-determination theory
Implicit variable | Number of times you watched live gaming events | |||
---|---|---|---|---|
Model 1 | Model 2 | Model 3 | Model 4 | |
Sex | − 0.539*** | − 0.535*** | − 0.532*** | − 0.506*** |
Age | − 0.071 | − 0.084* | − 0.077* | − 0.090** |
Careers | − 0.110*** | − 0.117*** | − 0.121*** | − 0.120*** |
Education level | 0.026 | 0.03 | 0.012 | 0.018 |
Monthly salary | 0.018 | 0.024 | 0.034 | 0.033 |
Multiplayer online tactical competitive game | 0.405*** | 0.437*** | 0.412*** | 0.406*** |
First person shooter | 0.732*** | 0.730*** | 0.772*** | 0.713*** |
Real-time strategy games | 0.385*** | 0.389*** | 0.397*** | 0.388*** |
Collectible card game | 0.414*** | 0.487*** | 0.398*** | 0.396*** |
Internal motive | 0.393*** | 0.652*** | ||
External motivation | 0.086 | − 0.318*** | ||
Idol worship | 0.456*** | |||
Leisure entertainment | − 0.260*** | |||
Belonging identification | 0.255*** | |||
Peripheral activities | − 0.230*** | |||
Competitive stimulation | 0.269*** | |||
Social engagement | − 0.215*** | |||
n | 1052 | 1052 | 1052 | 1052 |
R2 | 0.197 | 0.172 | 0.208 | 0.235 |
AdjR2 | 0.189 | 0.164 | 0.199 | 0.224 |
F | 25.464 | 21.674 | 24.765 | 21.182 |