Differences and Similarities in Motivation for Offline and Online eSports Event Consumption.

2019 
Roughly defined as “a form of sports where the primary aspects of the sport are facilitated by electronic systems”, eSports is already a key phenomenon of the modern digital area (Hamari and Sjoblom, 2017). Organized in leagues and ladders around different games of various genres, eSports is a very successful business venture and still growing year by year (Warman, 2017). Through streaming options on various platforms (e.g., twitch.tv or youtube.com), eSports can be consumed by users all over the world (Yu et al., 2018).
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