Please use this identifier to cite or link to this item: http://hdl.handle.net/1893/37893
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dc.contributor.authorKim, Sungkyungen_UK
dc.contributor.authorHong, Hee Jungen_UK
dc.date.accessioned2026-03-12T01:00:36Z-
dc.date.available2026-03-12T01:00:36Z-
dc.date.issued2026-06en_UK
dc.identifier.other108950en_UK
dc.identifier.urihttp://hdl.handle.net/1893/37893-
dc.description.abstractThis study explores how esports spectators' motivations lead to psychological benefits in two settings: official onsite events and unofficial online streams. The benefits examined are flow experience and subjective wellbeing. A professional research company conducted a cross-sectional survey of 400 South Korean esports consumers with 200 per viewing context. We used partial least squares structural equation modelling (PLS-SEM) to test the hypothesised relationships. The results showed that all three motivations predicted flow for onsite spectators, while only skill-based and relationship-based motivations influenced flow for online viewers. Entertainment-based motivations directly enhanced wellbeing in both contexts, while relationship-based motivations predicted wellbeing only for online viewers. Flow experience contributed significantly to wellbeing in both groups and fully mediated the skill-based motivation-wellbeing relationship. Despite these variations, multigroup analysis showed no significant differences between viewing contexts. These findings demonstrate that fundamental psychological mechanisms remain consistent across viewing contexts.en_UK
dc.language.isoenen_UK
dc.publisherElsevier BVen_UK
dc.relationKim S & Hong HJ (2026) Official onsite event versus unofficial streaming: Understanding the wellbeing formation in esports spectatorship. <i>Computers in Human Behavior</i>, 179, Art. No.: 108950. https://doi.org/10.1016/j.chb.2026.108950en_UK
dc.rightsThis is an open access article distributed under the terms of the Creative Commons CC-BY license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. You are not required to obtain permission to reuse this article.en_UK
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en_UK
dc.subjectEsportsen_UK
dc.subjectMotivationen_UK
dc.subjectFlowen_UK
dc.subjectWellbeingen_UK
dc.subjectEsports fansen_UK
dc.subjectMultigroup analysisen_UK
dc.titleOfficial onsite event versus unofficial streaming: Understanding the wellbeing formation in esports spectatorshipen_UK
dc.typeJournal Articleen_UK
dc.identifier.doi10.1016/j.chb.2026.108950en_UK
dc.citation.jtitleComputers in Human Behavioren_UK
dc.citation.issn0747-5632en_UK
dc.citation.volume179en_UK
dc.citation.publicationstatusPublisheden_UK
dc.citation.peerreviewedRefereeden_UK
dc.type.statusVoR - Version of Recorden_UK
dc.author.emailsungkyung.kim@stir.ac.uken_UK
dc.citation.date17/02/2026en_UK
dc.contributor.affiliationSporten_UK
dc.contributor.affiliationSporten_UK
dc.identifier.wtid2238393en_UK
dc.contributor.orcid0000-0002-2027-213Xen_UK
dc.contributor.orcid0000-0003-0045-8911en_UK
dc.date.accepted2026-02-11en_UK
dcterms.dateAccepted2026-02-11en_UK
dc.date.filedepositdate2026-03-09en_UK
rioxxterms.apcpaiden_UK
rioxxterms.versionVoRen_UK
local.rioxx.authorKim, Sungkyung|0000-0002-2027-213Xen_UK
local.rioxx.authorHong, Hee Jung|0000-0003-0045-8911en_UK
local.rioxx.projectInternal Project|University of Stirling|https://isni.org/isni/0000000122484331en_UK
local.rioxx.freetoreaddate2026-03-09en_UK
local.rioxx.licencehttp://creativecommons.org/licenses/by/4.0/|2026-03-09|en_UK
local.rioxx.filename1-s2.0-S0747563226000476-main.pdfen_UK
local.rioxx.filecount1en_UK
local.rioxx.source0747-5632en_UK
Appears in Collections:Faculty of Health Sciences and Sport Journal Articles

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