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Esports for development? Exploring esports player profiles and their development and well-being outcomes

Wonjun Choi (Department of Kinesiology, University of New Hampshire, Durham, New Hampshire, USA)
Wooyoung (William) Jang (Department of Sport Management, Wellness, and Physical Education, University of West Georgia, Carrollton, Georgia, USA)
Hyunseok Song (Department of Sport Management, Wellness, and Physical Education, University of West Georgia, Carrollton, Georgia, USA)
Min Jung Kim (Department of Health and Sport Studies, McPherson College, McPherson, Kansas, USA)
Wonju Lee (Department of Economics, Accounting and Business, Muskingum University, New Concord, Ohio, USA)
Kevin K. Byon (Department of Kinesiology, Indiana University Bloomington, Bloomington, Indiana, USA)

International Journal of Sports Marketing and Sponsorship

ISSN: 1464-6668

Article publication date: 15 April 2024

66

Abstract

Purpose

This study aimed to identify subgroups of esports players based on their gaming behavior patterns across game genres and compare self-efficacy, social efficacy, loneliness and three dimensions of quality of life between these subgroups.

Design/methodology/approach

324 participants were recruited from prolific academic to complete an online survey. We employed latent profile analysis (LPA) to identify subgroups of esports players based on their behavioral patterns across genres. Additionally, a one-way multivariate analysis of covariance (MANCOVA) was conducted to test the association between cluster memberships and development and well-being outcomes, controlling for age and gender as covariates.

Findings

LPA analysis identified five clusters (two single-genre gamer groups, two multigenre gamer groups and one all-genre gamer group). Univariate analyses indicated the significant effect of the clusters on social efficacy, psychological health and social health. Pairwise comparisons highlighted the salience of the physical enactment-plus-sport simulation genre group in these outcomes.

Originality/value

This study contributes to the understanding of the development and well-being benefits experienced by various esports consumers, as well as the role of specific gameplay in facilitating targeted outcomes among these consumer groups.

Keywords

Citation

Choi, W., Jang, W.(W)., Song, H., Kim, M.J., Lee, W. and Byon, K.K. (2024), "Esports for development? Exploring esports player profiles and their development and well-being outcomes", International Journal of Sports Marketing and Sponsorship, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/IJSMS-08-2023-0160

Publisher

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Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited

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