Antecedents and conquence associated with
esports gameplay
期刊名称: International Journal of Sports Marketing and Sponsorship
数字寓意
阿房宫赋原文及翻译作者: Wooyoung William Jang,Kevin K. Byon
先的成语
年份: 2019年高中英语短文
期号: 第ahead-of-print期
谦卑关键词: esports media consumption;esports gameplay;esports
event;esports;UTAUT2;Technology adoption
论文的研究方法有哪些摘要:Purpo Grounded in the Unified Theory of Acceptance and U of Technology 2 (UTAUT2) (Venkatesh et al., 2012), the purpo of this paper is to examine the antecedents and conquence associated with esports gameplay by proposing the Esports Consumption (ESC) model, including six d
eterminants of esports gameplay intention (hedonic motivation, habit, price value, perceived effort expectancy, social influence and flow) and behavioral conquence (media consumption intention of esports events) that were linked to esports gameplay. Design/methodology/approach The propod model was tested using the data ( n =348) that were collected from esports consumers at two points in time. Per the technology adoption theories (i.e. TAM, UTAUT2), the authors incorporated a temporal paration when measuring the relationship between playing 春节窗花剪纸教程>基层管理
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