Motivations for the Consumption of Sports Goods Among Spectators of Electronic Sports
Abstract
The purpose of the present work was to identify the motives that lead Brazilian fans of electronic sports to consume goods related to these modalities and to attend their events. To this end, forty electronic sports fans answered a sociodemographic questionnaire and the Sport Consumption Motivation Scale (SCME) adapted to the Portuguese language. Data were processed by the IBM SPSS Statistics 2.0 program and presented as mean, standard deviation and maximum and minimum values. Data normality and homogeneity were verified by Shapiro-Wilk and Levene tests. Pearson's correlation test was used to discriminate associations between the study variables. The study admitted the p value <0.05 for the statistical significance. The results were: 1) a moderate negative correlation between practice time and SCME “Drama” category (r = -0.317) and between family income and SCME “Family” category (r = -0.433); 2) moderate positive associations between the categories “Achievement” and “Knowledge” (r = 0.416); “Achievement” and “Attraction” (r = 0.324); “Knowledge” and “Aesthetics” (r = 0.425); “Knowledge” and “Attraction” (r = 0.446); “Aesthetics” and “Attraction” (r = 0.375); “Aesthetics” and “Skills” (r = 0.332); “Aesthetics” and “Socialization” (r = 0.336); “Drama” and “Skills” (r = 0.332); “Attraction” and “Socialization” (r = 0.400); 3) strong positive correlations were found between “Achievement” and “Aesthetics” (r = 0.535) and “Family” and “Attraction” (r = 0.512). In conclusion, it was found that reasons related to beauty (Drama; Aesthetics), idolatry (Attraction), performance (Skill; Achievement) and information acquisition and learning (Knowledge) condition the fans, but with different degrees of association.
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