From virtual reality to reality: Examining the relationship between sport video gaming and sport consumption behaviors
Author(s) -
Sung Il Hong,
Magnusen Marshall
Publication year - 2017
Publication title -
journal of physical education and sport management
Language(s) - English
Resource type - Journals
ISSN - 2141-6486
DOI - 10.5897/jpesm2016.0272
Subject(s) - consumption (sociology) , identification (biology) , video game , psychology , advertising , multimedia , applied psychology , virtual reality , structural equation modeling , social psychology , computer science , human–computer interaction , sociology , business , machine learning , social science , botany , biology
Insufficient attention has been given to the relationship between sport video games and sport consumer behaviors even though sports and sport video games are popular, multi-billion dollar industries. The purpose of this study is two-fold. First, examine the effects of sport video gamer identification on sport consumption behaviors. Second, investigate the extent which sport fan identification moderates the relationship between identifying as a sport video gamer and sport consumption behaviors. A structural equation modeling (SEM) technique was employed to test the hypothesized relationships. The results indicated that sport video gamer identification had a positive impact on sport consumption behaviors, but sport fan identification did not moderate the relationship between sport video gamer identification and sport consumption behaviors. Though the results were mixed, connecting sport organizations with sport video gamers does appear worthwhile because playing sport video games and identifying as a sport video gamer may lead to sport consumption behaviors. Key words: Sport video gaming, sport consumption behaviors, sport fan identification.
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