393
Views
0
CrossRef citations to date
0
Altmetric
Research Article

Do the Olympic values influence the social capital and the in-game commitment? A case study of esports players

ORCID Icon, ORCID Icon & ORCID Icon
Pages 218-234 | Received 03 Aug 2022, Accepted 11 May 2023, Published online: 24 May 2023

References

  • Abanazir, C. (2019). Institutionalization in E-sports. Sports, Ethics and Philosophy, 13(2), 117–131. https://doi.org/10.1080/17511321.2018.1453538
  • Abbasi, A. Z., Asif, M., Hollebeek, L. D., Islam, J. U., Ting, D. H., & Rehman, U. (2020). The effects of consumer esports videogame engagement on consumption behaviors. Journal of Product & Brand Management, 30(8), 1194–1211. https://doi.org/10.1108/JPBM-04-2020-2839
  • Banville, D., Desrosiers, P., & Genet-Volet, Y. (2000). Translating questionnaires and inventories using a cross-cultural translation technique. Journal of Teaching in Physical Education, 19(3), 374–387. https://doi.org/10.1123/jtpe.19.3.374
  • Bányai, F., Griffiths, M. D., Demetrovics, Z., & Király, O. (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive Psychiatry, 94. 152–117. https://doi.org/10.1016/j.comppsych.2019.152117
  • BBC. (2018). Esports 'too violent' to be included in Olympics. Retrieved from https://www.bbc.com/news/newsbeat-45407667
  • Coleman, J. S. (1988). Social capital in the creation of human capital. The American Journal of Sociology, 94, S95–120. https://doi.org/10.1086/228943
  • Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: A look at gameplay in World of warcraft. Games and Culture, 1(4), 281–317. https://doi.org/10.1177/1555412006292613
  • Entertainment Software Association. (2022). 2022 essential facts about the computer and video game industry. Retrieved from https://www.theesa.com/wp-content/uploads/2022/06/2022-Essential-Facts-About-the-Video-Game-Industry.pdf
  • Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39–50. https://doi.org/10.1177/002224378101800104
  • Freeman, G., & Wohn, D. Y. (2017). Esports as an emerging research context at CHI: Diverse perspectives on definitions. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1601–1608). ACM Press. https://doi.org/10.1145/3027063.3053158
  • Gao, G., & Shih, P. C. (2019). Effects of mobile platform on female engagement in MOBA games. Transactions of the Digital Games Research Association, 4(3), 75–116. https://doi.org/10.26503/todigra.v4i3.107
  • García, J., & Murillo, C. (2020). Sports video games participation: What can we learn for esports? Sport, Business and Management: An International Journal, 10(2), 169–185. https://doi.org/10.1108/SBM-01-2019-0006
  • Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2009). Multivariate data analysis (7th ed.). Prentice-Hall.
  • Hamari, J., & Sjöblom, M. (2017). What is esports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085
  • Hayday, E. J., Collison, H., & Kohe, G. Z. (2021). Landscapes of tension, tribalism and toxicity: Configuring a spatial politics of esport communities. Leisure Studies, 40(2), 139–153. https://doi.org/10.1080/02614367.2020.1808049
  • Hsiao, C. -C., & Chiou, J. -S. (2012). The effect of social capital on community loyalty in a virtual community: Test of a tripartite-process model. Decision Support Systems, 54(1), 750–757. https://doi.org/10.1016/j.dss.2012.09.003
  • Inoue, Y., Funk, D. C., & McDonald, H. (2017). Predicting behavioral loyalty through corporate social responsibility: The mediating role of involvement and commitment. Journal of Business Research, 75, 46–56. https://doi.org/10.1016/j.jbusres.2017.02.005
  • International Olympic Committee. (2017). Legacy strategic approach: moving forward. https://stillmed.olympics.com/media/Document%20Library/OlympicOrg/Documents/Olympic-Legacy/IOC_Legacy_Strategy_Executive_Summary.pdf
  • International Olympic Committee. (2018, December 8). Comunique of the 7th Olympic summit. https://olympics.com/ioc/news/communique-of-the-7th-olympic-summit#:~:text=The%20Summit%20agreed%20that%20the,interference%20from%20the%20host%20country
  • International Olympic Committee. (2019, December 7). Declaration of the 8th Olympic Summit. https://olympics.com/ioc/news/declaration-of-the-8th-olympic-summit#:~:text=The%20Summit%20called%20on%20public,the%20growing%20politicisation%20of%20sport
  • International Olympic Committee. (2021, April 29). IOC makes landmark move into virtual sports by announcing first-ever Olympic Virtual Series. https://olympics.com/ioc/news/international-olympic-committee-makes-landmark-move-into-virtual-sports-by-announcing-first-ever-olympic-virtual-series
  • Jalonen, H. (2019). The value of e-sports is in the eye of the beholder, but can e-sports operators influence what the spectators see? Advances in Applied Sociology, 9(7), 306–329. https://doi.org/10.4236/aasoci.2019.97023
  • Jang, W. W., & Byon, K. K. (2020). Antecedents of esports gameplay intention: Genre as a moderator. Computers in Human Behavior, 109(1), 106336. https://doi.org/10.1016/j.chb.2020.106336
  • Johnson, D., Nacke, L. E., & Wyeth, P. (2015). All about that base: Differing player experiences in video game genres and the unique case of MOBA games. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, Seoul, Republic of Korea, (pp. 2265–2274). ACM Press.
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287–299. https://doi.org/10.1080/17430430903522996
  • Kaye, L. K., Kowert, R., & Quinn, S. (2017). The role of social identity and online social capital on psychosocial outcomes in MMO players. Computers in Human Behavior, 74(1), 215–223. https://doi.org/10.1016/j.chb.2017.04.030
  • Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The rise of E-Sports and potential for Post-COVID continued growth. Sport in Society, 23(11), 1861–1871. https://doi.org/10.1080/17430437.2020.1819695
  • Kline, R. B. (2005). Methodology in the social sciences. Principles and practice of structure equation modelling (2nd ed.). Guilford Press.
  • Koenigstorfer, J., & Preuss, H. (2018). Perceived values in relation to the Olympic games: Development and use of the Olympic value scale. European Sport Management Quarterly, 18(5), 607–632. https://doi.org/10.1080/16184742.2018.1446995
  • Kokko, S. (2018). Social entrepreneurship: Creating social value when bridging holes. Social Enterprise Journal, 14(4), 410–428. https://doi.org/10.1108/SEJ-01-2018-0003
  • Kower, R. (2015). Video games and social competence. Routledge.
  • Mandryk, R. L., Frommel, J., Armstrong, A., & Johnson, D. (2020). How passion for playing World of warcraft predicts in-game social capital, loneliness, and wellbeing. Frontiers in Psychology, 11, 2165. https://doi.org/10.3389/fpsyg.2020.02165
  • Mäntymäki, M., & Salo, J. (2015). Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption. International Journal of Information Management, 35(1), 124–134. https://doi.org/10.1016/j.ijinfomgt.2014.10.004
  • Martončik, M. (2015). E-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior, 48, 208–211. https://doi.org/10.1016/j.chb.2015.01.056
  • Mathwick, C., Wiertz, C., & de Ruyter, K. (2008). Social capital production in a virtual P3 community. The Journal of Consumer Research, 34(6), 832–849. https://doi.org/10.1086/523291
  • Molyneux, L., Vasudevan, K., & Gil de Zúñiga, H. (2015). Gaming social capital: Exploring civic value in multiplayer video games. Journal of Computer-Mediated Communication, 20(4), 381–399. https://doi.org/10.1111/jcc4.12123
  • Nagorsky, E., & Wiemeyer, J. (2020). The structure of performance and training in esports. PLos One, 15(8), e0237584. https://doi.org/10.1371/journal.pone.0237584
  • Nyström, A. -G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., Hiltscher, J., Orme, E., Rumble, R., & Törhönen, M. (2022). Current issues of sustainability in esports. International Journal of Esports, 1(1). https://www.ijesports.org/article/94/html
  • Pack, S. M., & Hedlund, D. P. (2020). Inclusion of electronic sports in the Olympic Games for the right (or wrong) reasons. International Journal of Sport Policy & Politics, 12(3), 485–495. https://doi.org/10.1080/19406940.2020.1801796
  • Parry, J. (2019). E-sports are not sports. Sport, Ethics & Philosophy, 13(1), 3–18. https://doi.org/10.1080/17511321.2018.1489419
  • Perry, R., Drachen, A., Kearney, A., Kriglstein, S., Nacke, L. E., Sifa, R., Wallner, G., & Johnson, D. (2018). Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. Computers in Human Behavior, 79(1), 202–210. https://doi.org/10.1016/j.chb.2017.10.032
  • Pietersen, A. J., Coetzee, J. K., Byczkowska-Owczarek, D., Elliker, F., & Ackermann, L. (2018). Online gamers, lived experiences, and sense of belonging: Students at the university of the free state, Bloemfontein. Qualitative Sociology Review, 14(4), 122–137. https://doi.org/10.18778/1733-8077.14.4.08
  • Pizzo, A., Baker, B., Na, S., Lee, M., Kim, D., & Funk, D. (2018). eSport vs sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108–123. https://doi.org/10.32731/SMQ.272.062018.04
  • Putnam, R. D. (2000). Bowling alone: The collapse and revival of American community. Simon and Schuster.
  • Qian, T. Y., Wang, J. J., Zhang, J. J., & Hulland, J. (2022). Fulfilling the basic psychological needs of esports fans: A self-determination theory approach. Communication & Sport, 10(2), 216–240. https://doi.org/10.1177/2167479520943875
  • Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2020). Beyond the game: Dimensions of esports online spectator demand. Communication & Sport, 8(6), 825–851. https://doi.org/10.1177/2167479519839436
  • Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports research: A literature review. Games and Culture, 15(1), 32–50. https://doi.org/10.1177/1555412019840892
  • Ribeiro, T., Almeida, V., Calapez, A., Matsuoka, H., & Yamashita, R. (2023). Esports and Olympic Games: A cross-cultural exploration of the player support behavior towards the Olympics. International Journal of Sports Marketing & Sponsorship, ahead-of–print. https://doi.org/10.1108/IJSMS-12-2022-0215
  • Rocha, C. M., Hong, H. J., & Gratao, O. A. (2021). Involvement with the Olympic and Paralympic games and the values of sport. Journal of Policy Research in Tourism, Leisure and Events, 1–24. https://doi.org/10.1080/19407963.2021.1944169
  • Rokeach, M. (1968). The role of values in public opinion research. Public Opinion Quarterly, 32(4), 547–559. https://doi.org/10.1086/267645
  • Schwartz, S. H. (1994). Are there universal aspects in the structure and contents of human values? The Journal of Social Issues, 50(4), 19–45. https://doi.org/10.1111/j.1540-4560.1994.tb01196.x
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of esports. Journal of Business Research, 69(1), 264–272. https://doi.org/10.1016/j.jbusres.2015.07.039
  • Seo, Y., & Jung, S. -U. (2016). Beyond solitary play in computer games: The social practices of esports. Journal of Consumer Culture, 16(3), 635–655. https://doi.org/10.1177/1469540514553711
  • Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73(1), 161–171. https://doi.org/10.1016/j.chb.2017.03.036
  • Sørensen, B. H. (2003). Online games: Scenario for community and manifestation of masculinity. NORA-Nordic Journal of Feminist & Gender Research, 11(3), 149–157. https://doi.org/10.1080/08038740310004273
  • Taylor, T. L. (2009). Play between worlds: Exploring online game culture. MIT Press.
  • Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832–839. https://doi.org/10.1016/j.chb.2011.12.003
  • Van Hilvoorde, I., & Pot, N. (2016). Embodiment and fundamental motor skills in esports. Sport, Ethics & Philosophy, 10(1), 14–27. https://doi.org/10.1080/17511321.2016.1159246
  • Wearing, S. L., Porter, D., Wearing, J., & McDonald, M. (2021). Exploring adolescent computer gaming as leisure experience and consumption: Some insights on deviance and resistance. Leisure Studies, 41(1), 28–41. https://doi.org/10.1080/02614367.2021.1942525
  • Wellman, B., Haase, A. Q., Witte, J., & Hampton, K. (2001). Does the Internet increase, decrease, or supplement social capital? Social networks, participation, and community commitment. The American Behavioral Scientist, 45(3), 436–455. https://doi.org/10.1177/00027640121957286
  • Whitehead, J., Telfer, H., & Lambert, J. (2013). Values in youth sport and physical education. Routledge.
  • Williams, D. (2006). Groups and goblins: The social and civic impact of an online game. Journal of Broadcasting & Electronic Media, 50(4), 651–670. https://doi.org/10.1207/s15506878jobem5004_5
  • Xue, H., Newman, J. I., & Du, J. (2019). Narratives, identity and community in esports. Leisure Studies, 38(6), 845–861. https://doi.org/10.1080/02614367.2019.1640778
  • Yin, K., Zi, Y., Zhuang, W., Gao, Y., Tong, Y., Song, L., & Liu, Y. (2020). Linking Esports to health risks and benefits: Current knowledge and future research needs. Journal of Sport and Health Science, 9(6), 485–488. https://doi.org/10.1016/j.jshs.2020.04.006
  • Zhong, Z. -J. (2011). The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital. Computers in Human Behavior, 27(6), 2352–2363. https://doi.org/10.1016/j.chb.2011.07.014

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.