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. 2024 Jun 15;14:13858. doi: 10.1038/s41598-024-64712-2

Table 9.

Regression analyses of e-sport fans’ motivation and frequency to watch live streams.

Implicit variable Number of times you watched live gaming events
Model 1 Model 2 Model 3 Model 4
Sex  − 0.539***  − 0.535***  − 0.532***  − 0.506***
Age  − 0.071  − 0.084*  − 0.077*  − 0.090**
Careers  − 0.110***  − 0.117***  − 0.121***  − 0.120***
Education level 0.026 0.03 0.012 0.018
Monthly salary 0.018 0.024 0.034 0.033
Multiplayer online tactical competitive game 0.405*** 0.437*** 0.412*** 0.406***
First person shooter 0.732*** 0.730*** 0.772*** 0.713***
Real-time strategy games 0.385*** 0.389*** 0.397*** 0.388***
Collectible card game 0.414*** 0.487*** 0.398*** 0.396***
Internal motive 0.393*** 0.652***
External motivation 0.086  − 0.318***
Idol worship 0.456***
Leisure entertainment  − 0.260***
Belonging identification 0.255***
Peripheral activities  − 0.230***
Competitive stimulation 0.269***
Social engagement  − 0.215***
n 1052 1052 1052 1052
R2 0.197 0.172 0.208 0.235
AdjR2 0.189 0.164 0.199 0.224
F 25.464 21.674 24.765 21.182