著者
伊藤 慎一 臼木 智昭 ITO Shinichi USUKI Tomoaki
出版者
秋田大学高等教育グローバルセンター
雑誌
秋田大学高等教育グローバルセンター紀要 = Bulletin of the Global Center for Higher Education Akita University (ISSN:24355968)
巻号頁・発行日
no.3, pp.39-46, 2022-03

This study investigates the factors that contribute to broadening social understanding of e-sports events. e-sports is a method for viewing computer games as sports, and has attracted strong interest from around the world. The brand image of e-sports in Japan is derived from home video game consoles and is often pointed out by customers as being aimed at children. This is one of the factors hindering the spread of the sport. Therefore, we conducted a survey to find out what kind of e-sports tournaments would help revitalize local communities. As a result of factor analysis, it was found that the participants were divided into two groups: the spectator group and the experience value group. As for the game titles to be handled, the participants preferred titles that they had played on home video game consoles rather than IPs used in the world championships.
著者
臼木 智昭
出版者
千葉商科大学
雑誌
千葉商大論叢 (ISSN:03854558)
巻号頁・発行日
vol.47, no.2, pp.277-294, 2010-03