Esports’ Feasibility as an Entertainment Media: A Study
Abstract
This research is conducted to find and determine the perks the public can get by engaging in Esports, the adverse effects that can affect Esports and making suggestions on how to improve the Esports scene. This study will be based on interaction in Esports, viewership in Esports, toxicity and aggressive behavior in Esports, as well as in-game purchases in Esports. The results of the data analysis showed that interaction in Esports, viewership in Esports, and in-game purchases in Esports have a positive effect on Esports’ feasibility as an entertainment media. On the other hand, no significant effect was found on toxicity and aggressive behavior in Esports to the feasibility of Esports as an entertainment media.
Keywords: Esports; In-game purchases; Media consumption; Online gaming; Toxicity; Video games