Analysis of electronic sports consumption with an emphasis on gender
Poster Presentation
Paper ID : 1048-SSRC
Authors
1Master's student in marketing management in sports, Department of Physical Education, Faculty of Humanities, Tarbiat Modares University, Tehran, Iran
2Associate Professor of Sports Management, Department of Physical Education, Faculty of Human Sciences, Tarbiat Modares University, Tehran, Iran
Abstract
In the development and progress of electronic sports, one of its vital aspects is understanding gender and consumption in this field. Unlike traditional sports, which have more advantages for women, high-performance eSports features are masculine and allow women to compete competitively. The statistical population of this research is 763 people (599 men and 164 women), and a simple random sampling method was used. Data was obtained through a questionnaire (number of game times, game genre, type of participation, and game time). Discussion:
1. Gender differences in participation:
The data shows a significant difference in the frequency and amount of participation of men and women in electronic sports. For example, the percentage of men who play games daily is higher than that of women.
2. Time spent:
The results show that men usually spend time on their electronic games. This shows that men spend more time in these activities than women.
3. Game genre:
Gender differences have also been observed in game genres. Some genres, such as MOBAs or first-person shooters, are more involved, while others show other differences.
4. Role in electronic sports:
The results show that men's and women's roles in electronic sports differ. For example, the percentage of women who become fans is lower than that of men.
This research data shows that gender significantly affects participation and consumption patterns in eSports. These differences show that men and women tend to choose and participate in electronic games differently, and this can help designers develop the best strategies and plays. Considering these gender differences, promoting the electronic sports market and increasing the number of community members of both genders can be vital.
1. Gender differences in participation:
The data shows a significant difference in the frequency and amount of participation of men and women in electronic sports. For example, the percentage of men who play games daily is higher than that of women.
2. Time spent:
The results show that men usually spend time on their electronic games. This shows that men spend more time in these activities than women.
3. Game genre:
Gender differences have also been observed in game genres. Some genres, such as MOBAs or first-person shooters, are more involved, while others show other differences.
4. Role in electronic sports:
The results show that men's and women's roles in electronic sports differ. For example, the percentage of women who become fans is lower than that of men.
This research data shows that gender significantly affects participation and consumption patterns in eSports. These differences show that men and women tend to choose and participate in electronic games differently, and this can help designers develop the best strategies and plays. Considering these gender differences, promoting the electronic sports market and increasing the number of community members of both genders can be vital.
Keywords