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