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2024.EsportsforDevelopment_ExploringEsportsPlayerProfilesandTheirDevelopmentandWellbeingOutcomes
2024.EsportsforDevelopment_ExploringEsportsPlayerProfilesandTheirDevelopmentandWellbeingOutcomes
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Abstract
Purpose – This study aimed to identify subgroups of esports players based on their gaming behavior patterns
across game genres and compare self-efficacy, social efficacy, loneliness and three dimensions of quality of life
between these subgroups.
Design/methodology/approach – 324 participants were recruited from prolific academic to complete an
online survey. We employed latent profile analysis (LPA) to identify subgroups of esports players based on
their behavioral patterns across genres. Additionally, a one-way multivariate analysis of covariance
(MANCOVA) was conducted to test the association between cluster memberships and development and well-
being outcomes, controlling for age and gender as covariates.
Findings – LPA analysis identified five clusters (two single-genre gamer groups, two multigenre gamer
groups and one all-genre gamer group). Univariate analyses indicated the significant effect of the clusters on
social efficacy, psychological health and social health. Pairwise comparisons highlighted the salience of the
physical enactment-plus-sport simulation genre group in these outcomes.
Originality/value – This study contributes to the understanding of the development and well-being benefits
experienced by various esports consumers, as well as the role of specific gameplay in facilitating targeted
outcomes among these consumer groups.
Keywords Esports players, Latent profile analysis, Development outcomes, Player well-being
Paper type Research paper
Introduction
In recent years, esports has gained widespread popularity in various countries (Chan et al.,
2022). As esports do not require in-person gameplay and physical proximity, the growth has International Journal of Sports
Marketing and Sponsorship
been boosted through the COVID-19 pandemic (Ke and Wagner, 2022). According to the © Emerald Publishing Limited
1464-6668
Entertainment Software Association (2022), 66% of Americans (about 215 million people) DOI 10.1108/IJSMS-08-2023-0160
IJSMS play video games regularly. Although various video games are currently available, the top
video games in the U.S. in 2021 included several esports games such as Call of Duty, Madden
NFL 22, and FIFA 22 (Entertainment Software Association, 2022). Statista (2022) predicts
that the worldwide esports market revenue will grow from $996 million in 2020 to $1.87 billion
in 2025. As the esports industry continues to expand, it is crucial to delineate the focus of our
study. We specifically concentrate on esports consumers who play video games for
recreational purposes, given the growing popularity of esports gameplay among the general
population.
Since esports gameplay requires a certain level of time, effort and commitment for
competition, skill development and teamwork (Funk et al., 2018), playing esports games can
be considered a specific type of sport involvement (Jang and Byon, 2020a). To better
understand esports involvement, academic studies have been conducted to identify clusters
of esports players based on their motivations and/or behavioral patterns (e.g. Hedlund, 2019,
2021; Ip and Jacobs, 2005; Kallio et al., 2011). For instance, Hedlund (2021) recently identified
five clusters of esports players based on these factors via hierarchical and k-clustering
techniques. In addition, Tseng (2011) surveyed 228 esports players in Taiwan and found that
they could be classified into three clusters: (1) aggressive gamer, (2) social gamer and (3)
inactive gamer.
Understanding segments and clusters of esports players based on their involvement
patterns is crucial to better serve their needs and wants (Jang et al., 2021b). Currently, the
esports market offers various game formats and genres that require different knowledge and
skills, such as shooting games, real-time strategy games, sport simulation games and
multiplayer online battle arena (MOBA) games. However, few academic studies have
considered the specific characteristics of different game genres in understanding esports
player involvement and their development outcomes. Prior studies often examined the impact
of esports on players’ health outcomes (e.g. DiFrancisco-Donoghue et al., 2020; Rudolf et al.,
2020) because of concerns about problematic behaviors (e.g. addiction) and sedentary
lifestyles among esports players (Chan et al., 2022). Despite these concerns, esports gameplay
can provide a context where participants develop specific skills, facilitate social interactions
via online platforms and seek hedonic value (Funk et al., 2018; Jang et al., 2021b; O’Connor
et al., 2015), which can promote self-and-social efficacy, reduce loneliness and improve quality
of life. However, few studies have explored the role of esports involvement in players’
development and well-being outcomes. Several scholars have called for a need to further
understand the characteristics and development of esports players (Banyai et al., 2019;
Hedlund, 2021; Pizzo et al., 2022).
To fill the gaps identified above, this study aimed to identify subgroups of esports
consumers based on their gaming behavior patterns across game genres and compare self-
efficacy, social efficacy, loneliness and quality of life (i.e. physical, psychological, and social)
between these subgroups. This study extends our understanding of esports involvement by
identifying player profiles based on gaming behavior patterns. By examining the association
between esports involvement patterns and development and well-being outcomes, the
present study’s findings are expected to assist practitioners in developing programs that
leverage esports to achieve desired outcomes among target populations while also marketing
the benefits of esports gameplay to a broad audience.
Conceptual background
Sport involvement
Esports has been increasingly recognized as a new sport activity featuring competitive
games, players and teams that are similarly present in traditional sports (Cunningham et al.,
2018; Funk et al., 2018). While there has been ongoing debate about whether esports meet the
criteria for physical skills and the development of general sport involvement (Cunningham Esports for
et al., 2018), esports require manual dexterity, fine motor skills and physiological readings, development
which demonstrate the physical skill component of esports similar to general sports (Funk
et al., 2018). Playing esports requires time, effort, skills and commitment (Jang et al., 2021b),
indicating one’s active involvement in esports. According to Allport (1945), involvement can
be present from six domains of activity: (1) educational, (2) familial, (3) political, (4)
recreational, (5) theological and (6) vocational. For example, individuals may be involved in
sport for educational (e.g. student-athletes), recreational (e.g. casual players) or vocational
purposes (e.g. professional athletes and employees of sport organizations). However, Beaton
et al. (2011) suggested that prior studies often examined sport involvement as an active
participant or spectator primarily using the consumer behavior literature. Based on prior
literature (e.g. Funk and James, 2001; Havitz and Dimanche, 1997), Beaton et al. (2011)
conceptualized sport involvement as “when individuals evaluate their participation in a sport
activity as a central component of their life that provides both hedonic and symbolic
value” (p. 128).
Beaton et al. (2011) suggested that the construct of sport involvement can be better
understood with its relationship with antecedents or outcomes. For instance, personal factors
(e.g. attitudes, knowledge, motivation) and demographic characteristics (e.g. age, gender)
serve as the antecedents to sport involvement at the individual level (Rowe et al., 2013).
In addition, individuals can increase their psychological and behavioral commitment, loyalty,
and continuance to their sport participation or consumption as a result of sport involvement
(Beaton et al., 2011). Sport involvement provides participants with hedonic value
(e.g. enjoyment), centrality (e.g. life purpose) and symbolic value (e.g. self-and-social
identity) (Beaton et al., 2011; Funk and James, 2001). As such, it can help promote health and
well-being (Kim and James, 2019) and psychological outcomes such as self-efficacy and self-
worth (Kim et al., 2020).
Sport involvement has been primarily studied within the traditional sport context.
However, as more people become involved in esports as active participants, it is necessary
to further examine esports involvement and its outcomes among those who play esports
games. Some prior studies have used esports motivations and behavioral patterns to
examine and cluster the types of esports involvement among players (Hedlund, 2021; Yee,
2006a). It would be advantageous to further understand esports players based on their
involvement patterns as a new sport group (cf. Beaton et al., 2011). However, few empirical
studies have explored esports involvement using cluster analysis and examined its
relationships with desired outcomes. Therefore, this study aims to explore the profiles of
esports players and examine the relationships between their involvement patterns and
development and well-being outcomes, providing insights into the potential benefits of
esports involvement.
Method
Data collection procedure and participants
Under institutional review board (IRB) approval, participants were recruited from prolific
academic, a crowdsourcing platform that has been increasingly used in sport management
(Ko et al., 2023; Wang et al., 2018). Through prolific academic, participants were directed to the
online survey created in SurveyMonkey after agreeing to participate in the study. To be eligible
for this study, participants had to be at least 18 years old, primarily residing in the U.S., and have
experience in esports gameplay. All Prolific Academic users are at least 18 years old, and we
filtered out participants who do not reside in the U.S. In our survey, we used a screening question:
“Do you currently play esports game(s)?" Those who answered “no” to this question were not
included in the survey. To ensure our data quality in prolific academic, only participants who
completed all responses as nonspeeders were included in the data analysis (Jang et al., 2021b).
Initially, 415 data were collected, but 32 were removed due to incomplete responses.
Furthermore, multivariate outliers were checked and 59 outliers were removed based on their
distance from the means (greater than þ3 or less than 3 standard deviations) (cf. Olukanmi and
Twala, 2017) as outliers might lead to extreme profiles with a few cases and biased results of
LPA (Vermunt and Magidson, 2002). Thus, 324 data were used for the data analysis.
By incorporating questions about whether they play esports games, we deliberately selected
survey respondents to ensure that the results of the current study would be more pertinent to
the target group intended for this paper. The demographics of the study participants effectively
represented the profile of esports consumers, as similarly reported in Jang et al. (2021b) and
Nielsen (2018). To describe the participants’ demographic characteristics, 27.2% identified as
female (n 5 88), 70.4% as male (n 5 228) and 2.5% as other (i.e. non-binary or prefer not to say;
n 5 8). The majority of respondents identified as White (n 5 200, 61.7%), followed by Asian
Americans (13.6%), Blacks or African Americans (12%) and Hispanic or Latin Americans
(9.3%). The majority of respondents had a bachelor’s degree (n 5 137, 42.3%) followed by a
high school diploma (33%) and an advanced degree (12.7%). The majority age group was 25–34
(n 5 157, 48.5%), followed by 35–44 (24.1%) and 18–24 (15.4%). Of the respondents, 55.2%
were single and 32.7% were married. The majority of respondents lived in suburban areas
(53.4%), followed by urban areas (36.1%) and rural areas (10.5%). Lastly, the majority of
respondents had a household income between US $40,000 and $69,999 (n 5 106, 32.7%), while
80 respondents (24.7%) had $10,000 – $39,999 and 68 respondents (21%) had $70,000 – $99,999.
Measures
Our online survey consisted of three sections: (1) esports gaming behavior patterns across
game genres, (2) development and well-being outcomes and (3) demographic questions. In the
first section, we asked if participants currently play esports game(s) in each of the three
genres identified (Jang and Byon, 2020b) – imagination, physical enactment and sport
simulation. We provided participants with a description of all three genres and examples of
esports games. To illustrate, the imagination genre refers to esports games framed with
imaginary worlds, characters and rules, including real-time strategy, multiplayer online role-
playing games, and MOBA games (e.g. League of Legends). The physical enactment genre
includes esports games prioritizing swift reaction times, attentive observation and cognitive
skills as key gameplay elements, such as traditional first-person shooter/third-person shooter
games, fighting games and battle royale games (e.g. Counter-Strike). The sport simulation
genre encompasses esports games that replicate the rules, teams or players of real-life sport
events, such as the FIFA series (currently EA Sports FC) and the NBA 2k series.
In each game genre, participants who indicated that they currently play that genre were Esports for
asked how long they have played it and how many hours per week they currently play it. For development
those who did not find our genre categories relevant to their esports experience, we provided
an open-ended question where they can write the name of the esports game(s) they currently
play. Once we gathered all the write-in answers, we manually coded their esports games into
each of the three genres described above.
For development and well-being outcomes, self-efficacy was measured using five
items from the efficacy scale Sherer et al. (1982) on a 5-point scale ranging from
1 5 strongly disagree to 5 5 strongly agree. Example questions included, “I give up on
things before completing them” and “I avoid trying to learn new things when they look too
difficult for me.” Social efficacy was measured using four items from the same scale
(Sherer et al., 1982). An example question was, “It is difficult for me to make new friends.”
Loneliness was measured using six items from the University of California, Los Angeles
(UCLA) loneliness scale (Neto, 2014), on a 4-point scale ranging from 1 5 never to
4 5 often. Example questions included, “I lack companionship” and “I feel isolated from
others.” Three dimensions of quality of life – physical (7 items), psychological (6 items)
and social health (3 items) – were measured using 15 items from the World Health
Organization Quality of Life (WHOQOL)-BREF (WHOQOL Group, 1998). Example
questions included, “Do you have enough energy for everyday life? (physical)," “To what
extent do you feel your life to be meaningful? (psychological)," and “How satisfied are you
with your personal relationships? (social)." Demographic information, including age,
gender, education, race/ethnicity, marital status, household income and living area, was
also collected.
Data analyses
To address the first research question, we used LPA to identify the subgroups of esports
players based on their behavioral patterns across genres (i.e. length of years and weekly
hours of esports gameplay). Following Vermunt’s (2010) suggestion, we employed a three-
step method. In the first step, we determined the optimal number of latent classes using only
predictor variables (i.e. esports gameplay behaviors across three genres). Specifically, we
compared a series of LPA models with two to six classes using multiple fit statistics to
determine the optimal number of latent classes. The final model was chosen based on the
Bayesian information criterion (BIC), the Bootstrap Likelihood Ratio Test (BLRT) and
entropy, along with consideration of interpretability (Nylund et al., 2007). The second step
involved assigning participants to the identified latent classes based on their posterior class
membership probabilities. In the last step, we conducted multinomial logistic regression to
examine the relationship between demographic variables and latent profiles. Then, we used a
one-way multivariate analysis of covariance (MANCOVA) to test the association between
cluster memberships and development and well-being outcomes after controlling for age and
gender as covariates. Univariate analyses and pairwise comparisons were used as follow-up
analyses to determine specific differences between pairs of groups. All the scales used in the
current study demonstrated acceptable reliability (Taber, 2018), with a Cronbach’s alpha of
0.935 in self-efficacy, 0.657 in social efficacy, 0.890 in loneliness, 0.825 in physical health, 0.896
in psychological health and 0.832 in social health.
Results
Latent profile analysis (LPA) – RQ1
Using RStudio (tidyLPA version 1.1.0), the results of LPA indicated that the five-cluster
model had an optimal fit with statistical significance based on the Bootstrap Likelihood Ratio
IJSMS Test (BLRT) (p < 0.05) and the lowest Bayesian information criterion (BIC) (see Table 1).
Overall, the five-cluster model revealed different patterns of esports involvement across the
clusters. We identified five distinct groups: (1) imagination genre-driven players, hereafter
referred to as the I group (n 5 41, 12.7%); (2) physical enactment genre-driven players,
referred to as the P group (n 5 68, 21%); (3) physical enactment-plus-imagination-driven
players, referred to as the P þ I group (n 5 97, 29.9%); (4) physical enactment-plus-sport
simulation-driven players, referred to as the P þ S group (n 5 65, 20.1%) and (5) all-around
players (n 5 53, 16.4%).
Specifically, the I group (cluster 1) consisted of individuals mainly playing the imagination
genre (average game years 5 5.83 and weekly game hours 5 7.80). The P group (cluster 2)
comprised individuals primarily engaging in the physical enactment genre (average game
years 5 3.73 and weekly game hours 5 5.76). The P þ I group (cluster 3) consisted of
individuals who mainly play in both the physical enactment (average game years 5 4.66 and
weekly game hours 5 8.04) and imagination genres (average game years 5 5.69 and weekly
game hours 5 7.20). The P þ S group (cluster 4) consisted of individuals who primarily engage
in both the physical enactment (average game years 5 2.73 and weekly game hours 5 2.74) and
sport simulation genres (average game years 5 3.14 and weekly game hours 5 3.52). Finally,
the all-around group (cluster 5) consisted of individuals who engage in all three genres of
gameplay, including imagination (average game years 5 4.56 and weekly game hours 5 8.32),
physical enactment (average game years 5 4.05 and weekly game hours 5 5.30) and sport
simulation (average game years 5 6.28 and weekly game hours 5 4.22) (see Table 2).
The profile of the five-cluster model, depicted in Figure 1, illustrates the average number of
years each group has played certain game genres and the weekly average hours spent on
these genres.
In terms of demographic characteristics, the results of multinomial logistic regression
revealed that household income, gender, education and marital status were significantly
associated with latent profiles (p < 0.05). In this analysis, the all-around group (cluster 5) was
used as reference. Specifically, household income was positively correlated with the P group
(p < 0.05). While respondents who reported themselves as female were more likely to be
designated in the P group than those who identified themselves as male (p < 0.05). Meanwhile,
the education level of respondents was negatively associated with the P þ I group (p < 0.05).
Respondents living in suburban were more likely to be assigned to the P þ I group than those
living in rural area (p < 0.05). Additionally, female respondents were more likely to be
classified into the I group than male respondents (p < 0.05). Any relationships other than
those associations were not statistically significant (p > 0.05).
Figure 1.
Profile of the five-
clusters model
groups. As the sample sizes were unequal, we applied a stricter criterion for the Box’s M test
(p < 0.001). If the Box’s M test is significant at p < 0.001, the assumption of homogeneity of
covariance matrices cannot be held. However, as our box’s M test was only significant at
p < 0.05, we could proceed with the MANCOVA (Ntumi, 2021). The results of Wilks’ Lambda
showed significant differences across the means of the five groups on a combination of
outcome variables when controlling for age and gender as covariates [Λ 5 0.828, F(24,
1,090) 5 2.530, p < 0.001].
Univariate tests showed the significant effects of the groups on social efficacy [F(4,
317) 5 4.945, p 5 < 0.001, partial η 5 0.059], psychological health [F(4, 317) 5 3.008, p 5 0.019,
2
partial η 5 0.037] and social health [F(4, 317)53.455, p 5 0.009, partial η2 5 0.042]. Pairwise
2
comparisons indicated that the P þ S group (M 5 3.481, tandard deviation (SD) 5 0.727)
demonstrated significantly higher levels of social efficacy compared to the I group Esports for
(M 5 2.878, SD 5 0.860) (p < 0.001), the P group (M 5 2.938, SD 5 0.806, p < 0.001) and the development
P þ I group (M 5 3.481, SD 5 0.727, p 5 0.005). Furthermore, the P þ S group (M 5 1.882,
SD 5 0.771) reported significantly lower loneliness levels than the P group (M 5 2.177,
SD 5 0.795, p 5 0.035). Regarding physical health, the P þ S group (M 5 4.024, SD 5 0.632)
demonstrated significantly higher levels than the P þ I group (M 5 3.717, SD 5 0.757,
p 5 0.011). With regard to psychological health, the P þ S group (M 5 3.746, SD 5 0.799) had
significantly higher levels compared to the P group (M 5 3.355, SD 5 0.891, p 5 0.019) and the
P þ I group (M 5 3.287, SD 5 0.890, p 5 0.006). The all-around group (M 5 3.682, SD 5 0.859)
reported significantly higher levels of psychological health compared to the P group
(M 5 3.355, SD 5 0.891, p 5 0.050) and the P þ I group (M 5 3.287, SD 5 0.890, p 5 0.018). In
terms of social health, the P þ S group (M 5 3.882, SD 5 0.967) had significantly higher levels
compared to the I group (M 5 3.431, SD 5 1.133) (p 5 0.027), the P group (M 5 3.348,
SD 5 0.978, p 5 0.002) and the P þ I group (M 5 3.522, SD 5 0.974, p 5 0.038). The all-around
group (M 5 3.799, SD 5 0.875) reported significantly higher social health levels than the P
group (M 5 3.348, SD 5 0.978, p 5 0.009). It is worth nothing that there were no significant
differences in self-efficacy across the groups (see Table 3).
Discussion
With the increasing number of esports players and gamers, more scholars have attempted to
explore their profiles and clusters based on demographic, psychological or behavioral
characteristics (Hedlund, 2021; Jang et al., 2021b; Kallio et al., 2011). However, although people
can now play and enjoy various kinds of esports games, few studies have been conducted to
understand esports player profiles and clusters using the patterns of esports gameplay
across genres. Additionally, while each game genre can develop different life skills and
outcomes (Jang and Byon, 2020b), there is little understanding of how esports involvement,
based on gameplay patterns across genres, is associated with desired outcomes. To fill these
gaps, our study aimed to identify subgroups of esports players based on their gaming
behavior patterns across game genres. To examine the different features of the five groups,
we tested players’ development and well-being factors, such as self-efficacy, social efficacy,
loneliness and quality of life across the five clusters. Our study identified the five distinctive
esports player groups based on their game years and weekly game hours across three genres,
extending the understanding of esports involvement and player profiles (e.g. Hedlund, 2021;
Jang et al., 2021b; Yee, 2006a). Furthermore, as particular subgroups were associated with
specific development and well-being outcomes, our study can have practical implications for
future programs that leverage esports as a conduit for desired outcomes among target
populations, while also marketing the benefits of esports gameplay to a broad audience (cf.
Inoue et al., 2020; Sato et al., 2023).
Table 3.
five clusters
Means, univariate
tests, and pairwise
comparisons by the
Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5 Univariate tests Pairwise comparisons
Mean (SD) Mean (SD) Mean (SD) Mean (SD) Mean (SD) F P (ηp2) Clusters p
SE_E 3.654 (0.976) 3.662 (0.991) 3.928 (0.954) 3.680 (1.025) 3.883 (1.032) 1.602 (4, 317) 0.174 (0.020) C2 vs C3 0.053
SO_E 2.878 (0.860) 2.938 (0.806) 3.080 (0.860) 3.481 (0.727) 3.179 (0.709) 4.924 (4, 317) <0.001 (0.058)*** C1 vs C4 <0.001***
C2 vs C4 <0.001***
C3 vs. C4 0.005**
LO 2.163 (0.854) 2.177 (0.795) 2.058 (0.793) 1.882 (0.771) 1.940 (0.710) 1.626 (4, 317) 0.167 (0.020) C2 vs C4 0.035*
PH_H 3.937 (0.701) 3.897 (0.797) 3.717 (0.757) 4.024 (0.632) 3.830 (0.838) 1.793 (4, 317) 0.130 (0.022) C3 vs C4 0.011*
PS_H 3.480 (0.993) 3.355 (0.891) 3.287 (0.890) 3.746 (0.799) 3.682 (0.859) 2.929 (4, 317) 0.021 (0.036)* C2 vs C4 0.019*
C2 vs C5 0.050*
C3 vs C4 0.006**
C3 vs. C5 0.018*
SO_H 3.431 (1.133) 3.348 (0.978) 3.522 (0.974) 3.882 (0.967) 3.799 (0.875) 3.412 (4, 317) 0.009 (0.041)** C1 vs C4 0.027*
C2 vs C4 0.002**
C2 vs. C5 0.009**
C3 vs C4 0.038*
Note(s): Cluster 1 5 imagination genre-driven players; Cluster 2 5 physical enactment genre-driven players; Cluster 3 5 physical enactment-plus-imagination genre-
driven players; Cluster 4 5 physical enactment-plus-sport simulation-driven players; Cluster 5 5 all-around players; SE_E 5 self-efficacy; SO_E 5 social-efficacy;
LO 5 loneliness, PH_H 5 physical health; PS_H 5 psychological health; and SO_H 5 social health; *** denotes p < 0.001, ** denotes p < 0.01, * denotes p < 0.05
Source(s): Authors own creation
segmentations (e.g. Hedlund, 2021; Jang et al., 2021b; Yee, 2006a) by identifying the five Esports for
distinctive esports player groups based on their behavioral patterns across different game development
genres (i.e. the number and combination of esports game genres played). While traditional
sport research has explored sport consumer groups based on factors such as the number of
sports played and individual vs. team sports (e.g. Crouch et al., 2022; Hanrahan and Cerin,
2009), such insights are notably scarce in esports research despite the burgeoning field.
Clustering esports players based on the type or number of games played can provide insights
into their engagement patterns, helping tailor marketing strategies to specific groups.
Therefore, our study contributes valuable insights to esports player segmentation and target
markets literature.
Additionally, the current study confirms and extends the three categories of game genres
proposed by Jang and Byon (2020b: imagination, physical enactment and sport simulation). Jang
and Byon (2020b) found that the imagination (I) group was significantly different from the
physical enactment (P) and sport simulation (S) groups regarding the relationship between
antecedents (e.g. hedonic motivation, habit, price value, social influence) and gameplay intention.
In contrast, they found a similarity between the physical enactment (P) group and the sport
simulation (S) group. The three esports genre categories (i.e. I, P and S) have been empirically
examined. Specifically, Jang et al. (2021a) tested the full mediation model, including the
relationship between esports gameplay, streamers’ live streaming and esports events
broadcasting. They found the model generally operated across the three exclusive genre
category groups. Another study (Jang et al., 2021c) used a two-way MANOVA (Multivariate
Analysis of Variance) to determine the impact of the six groups based on the interaction of gender
(i.e. male and female) and the three genres’ categories (i.e. I, P and S) on the drivers behind esports
gameplay intention. They revealed that the six groups were distinguished by three boundaries,
“male-P” and “male-I,” “female-P” and “female-S,” and “female-I” and “male-S,” indicating the
significant impact of gender and genre. Although those previous findings shed light on the
empirical evidence of the impact of the three esports game genre categories, they only revealed
the single-genre gamers. Multigenre esports game players exist, but they have been neglected in
esports consumer behavior research. The results of the present study highlight the potential of
using the three-game genres as the basis for classifying single-and multiple-genre gamer groups.
Interestingly, we did not find a subgroup that primarily plays the sport simulation genre,
nor one that plays both the imagination and sport simulation genres. The findings may
indicate that the participants of this study prefer playing the sport simulation genre in
conjunction with other types of games, such as those involving in physical enactment and
sport simulation, rather than exclusively opting for sport simulation alone. Thus, these
findings may not indicate lower popularity for the sport simulation genre. Indeed, sport
simulation games, such as FIFA, NBA 2K and Madden series, are popular in the U.S. due to
the cultural significance of sport (Entertainment Software Association, 2022; Knoester and
Davis, 2022). People are likely to engage in sport simulation esports games alongside other
genres, given the relatively smaller number of sport simulation esports games compared to
other genres. According to the report from the esports Earnings website (2023), there are
roughly nine esports games in the sports simulation genre among the top one hundred most
popular esports games. Fans of sports simulation esports games may have purchased a
gaming console or personal computer (PC) for gameplay, intending to use it for various other
games. However, they might have limited options within the sports simulation genres.
Similarly, Hedlund (2021) found that people tended to participate in multiple esports games,
and those who indicated the sport simulation genre as their top favorite game ranked the
shooting game genre (i.e. the physical enactment genre) as their second favorite game, or vice
versa. Regarding the absence of an imagination-plus-sport simulation gamer group, these
two game genres may have more distinct attributes and features compared to the imagination
and physical enactment game genres. Imagination genre gamers may prefer to immerse
IJSMS themselves in virtual and imaginary worlds created by their games. In contrast, sport
simulation genre games may allow players to actively engage with real-life sport events,
games and players emulated in the game. As a result, these two gamer groups may not
converge into a single group. However, despite the different skillsets required in the physical
enactment genre (such as fast reaction times and vigilant monitoring), physical enactment
genre gamers may enjoy imaginary war and conflict situations where they can role-play as a
veteran soldier or hero, similar to those reflected in the imagination genre games. Future
research should examine the personality and preferences of esports players who participate
in similar or different esports genres.
With our cluster findings, sport marketers can design targeted marketing campaigns
tailored to specific clusters of esports players, considering their preferred types or number of
games played. Furthermore, sponsoring companies can formulate partnership strategies by
aligning with esports games that are popular within specific player clusters.
Conclusion
This study highlights the distinctive five esports player clusters characterized by the number
of game genres and the combination of game genres played. Despite the variety of esports
games available in the market, prior studies often focused on motivation and playing habits
without considering game genres to understand esports player clusters and profiles. Thus, Esports for
the current study extends an understanding of esports involvement by demonstrating development
diverse game genre behavior patterns among players. Given that playing different game
genres can promote distinct life skills and outcomes (Jang and Byon, 2020b), the results of this
study indicated that having a broad range of esports games in one’s repertoire could facilitate
social skills and psychological health. In addition, for those who play two genres,
participating in the sport simulation genre plays a role in one’s social outcomes, as it can
generate in-game knowledge that can be transferred to real-life situations to improve social
interactions. Sport organizations can use these findings to develop programs that leverage
esports to facilitate desired outcomes among target populations while also marketing the
benefits of esports gameplay to a broad audience. However, as the two cluster groups with the
highest levels of various outcomes diverged based on game years and times, future research
is needed to further clarify the optimal levels of esports involvement to maximize
development and well-being outcomes.
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Supplementary Material
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Corresponding author
Wonjun Choi can be contacted at: Wonjun.Choi@unh.edu
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