| In 2022,the number of electronic sports users in China is expected to reach 488 million,and the market size of the electronic sports industry is expected to reach 144.503 billion yuan.China’s electronic sports-related revenue accounts for one-third of global revenue,and has become one of the world’s top electronic sports countries.Electronic sports information has become an important sector in social media,and research on user interaction behavior related to electronic sports information should focus on factors that influence users’ behavior and analyze the reasons and characteristics that affect user interaction behavior.This study uses the elaboration likelihood model(ELM model)to investigate the factors that influence user interaction behavior related to "League of Legends" electronic sports information on the microblogging platform.By analyzing likes,reposts and comments related to electronic sports information during the 2022 "League of Legends" global finals,this study examines the factors that influence users’ interaction behavior,explores the reasons behind the factors and provides feasible suggestions for enhancing user engagement with electronic sports information.The research methods used include literature research,data mining,mathematical statistics,and content analysis.Data collected was processed using SPSS26.0and Stata software to establish a model of the factors that influence user interaction behavior related to electronic sports information during the 2022 "League of Legends" global finals.Regression models were constructed to examine factors that influence user interaction behavior.The study found that(1)electronic sports information on the margins had a higher impact on user interaction behavior weight,(2)emotionally charged and subjective electronic sports information was more popular among users,and(3)timely and real-time electronic sports event information increased user interaction frequency.Based on these findings,this study suggests:(1)promoting the diffusion and spread of electronic sports information from the margins;(2)empowering users to create a social transmission chain for electronic sports information;(3)focusing on producing high-quality content from core information;and(4)generating interest in domestic athletes before major events. |