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Wuhan University E-sports User "Motivation And Satisfaction" Study

Posted on:2022-07-29Degree:MasterType:Thesis
Country:ChinaCandidate:M LiFull Text:PDF
GTID:2557306350966149Subject:Sports training
Abstract/Summary:PDF Full Text Request
Electronic sports is organized intellectual and physical confrontation in the virtual environment created by information technology,which has certain requirements on intellectual and physical abilities.In 2003,the General Administration of Sport of China officially declared e-sports the 99th National Sports Event(it was changed to the 78th National Sports Event in 2008).In 2018,e-sports became a demonstration sport at the Asian Games in Jakarta.On December 16,2020,the Olympic Council of Asia(OCA)approved e-sports as an official competition event of the 2022 Asian Games in Hangzhou.At this point,the public opinion on e-sports gradually changed to "healthy e-sports activities",and e-sports gained the same status as traditional sports in the national sports strategy.However,with the rapid development of e-sports,there are still some problems,such as insufficient user awareness of e-sports,the need to strengthen the youth management system,the lack of user integrity in games,and language violence on e-sports platforms.According to Chinese Internet data,according to a report in the China’s netizens aged 18 to 24 people accounted for the highest,college students are of e-sports mainly involved in the crowd,so to understand college students the use of e-sports motivation and satisfaction,to discuss how to meet the demand of e-sports users,participate in esports in guiding college students’ health and promote the development of e-sports,To provide theoretical reference for the relevant platform merchants,and at the practical level to improve user satisfaction with e-sports to provide relevant suggestions,enhance the competitiveness of e-sports in the market.In this study,the motivation and satisfaction of e-sports users in universities in Wuhan were investigated,and the students of Central China Normal University,Wuhan University,Huazhong University of Science and Technology,Wuhan University of Technology,Wuhan Institute of Physical Education were investigated,based on the theory of "Use and satisfaction",this paper studies the use motivation and satisfaction of university e-sports users by using the methods of literature,questionnaire and mathematical statistics:(1)The e-sports users in universities in Wuhan are mainly male,and the number of science majors is the largest.College students have a high retention rate of e-sports,and the number of people who have been playing e-sports for more than two years is the largest.(2)According to the survey of college students’ motivation for using e-sports,the average value of enjoyment of intrinsic motivation is the highest,and the average value of time limit of extrinsic motivation is the highest;The overall satisfaction of e-sports is between average and satisfactory.(3)In the seven dimensions,the transcendental reality showed significant differences in gender,grade and major,and the male students were significantly higher than the female students,the undergraduate students were significantly higher than the graduate students,and the science subjects were significantly higher than the art and sports subjects.The enjoyment of fun and self-efficacy in the gender presented a significant difference,boys significantly higher than girls.(4)Through the correlation analysis,it can be concluded that time limit and subjective norms will have a negative impact on students’ choice of playing e-sports,and there will be no mutual influence between them and their satisfaction.(5)E-sports use behavior has a significant positive correlation with satisfaction,and the number of years of playing e-sports and the monthly consumption of e-sports have the greatest impact on satisfaction;There was a significant positive correlation between use motivation and satisfaction,among which game involvement,enjoyment of fun and self-efficacy had the greatest impact on satisfaction.
Keywords/Search Tags:e-sports, use and satisfaction, motivation, use behavior
PDF Full Text Request
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