Table A1.

Main eSports empirical studies

AuthorsAntecedentsOutcomes/mediators/moderatorsContext
Badrinarayanan et al. (2015) 
  • Identification (MMORPG)

  • Identification (Players)

  • Purchase

  • Community engagement

  • Coproduction

  • Recruitment

  • WOM

MMORPG games
Jang and Byon (2019) and Jang and Byon (2020) 
  • Effort expectancy

  • Social influence

  • Hedonic motivation

  • Price value

  • Habit

  • Flow

  • eSports gameplay intention

  • eSports gameplay behavior

  • Media consumption of eSports events

  • Mediators (eSports gameplay Intention and eSports gameplay behavior)

  • Genre as moderating variable

eSports gaming
Abbasi et al. (2020a) 
  • Consumer eSports engagement States (cognitive, affective, and behavioral)

  • Purchase

  • Community engagement

  • Coproduction

  • Recruitment

  • WOM

eSports gaming
Abbasi et al. (2020b) 
  • Personality factors

  • Honesty-Humility

  • Emotionality

  • Extraversion

  • Agreeableness

  • Conscientiousness

  • Openness to experience

  • Consumer video game engagement

eSports gaming
Macey et al. (2022) 
  • Motivational Factors

  • Achievement

  • Knowledge

  • Aesthetics

  • Drama

  • Escape

  • Family and Friends

  • Physical attraction

  • Gamer’s skills

  • Social Interaction

  • Watching Intention

  • Game Intention

  • Purchase Intention

eSports (Spectator’s perspective)
Hollebeek et al. (2022a, 2022b) and Rehman et al. (2022) 
  • Escapism

  • Fantasy

  • Role projection

  • Enjoyment

  • Arousal

  • Emotional Involvement

  • Sensory Experience

  • Theory of Planned Behavior

  • Attitude toward video game

  • Subjective norms

  • Perceived Behavioral Control

  • Videogaming Intent

  • Videogaming Behavior

PUBG game
Present Study
  • Consumer eSports Engagement

  • Direct and Indirect Contributions toward the firm

  • Purchase

  • Community engagement

  • Coproduction

  • Recruitment

  • WOM

eSports Gaming and Targeting Male Respondents Aged 18–24

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