This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the

With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the Esport community, there is much that is relatively unknown. Consumer behavior patterns of traditional sports has been defined for years, however as the billion dollar a year industry that Esports is, Esport consumer behavior is still taking shape. This thesis will attempt to build upon previous studies conducted by former Arizona State University students to continue to define the Esport consumer. Through quantitative research conducted via an online survey consisting of demographic, behavioral, and psychographic questions, the stereotype of an Esport consumer will be dissolved to reveal their true nature. This study will prove to be an iteration among the previous research by -<br/>• Developing a functional segmentation of Esport consumers, which will allow for marketers within the industry to better understand their audience in their attempts to persuade/incentivize<br/>• Understanding and dissecting the scale of influence that content creators (those who play Esports for the purpose of entertaining through various platforms) and competitive Esport athletes have on certain segmentations of consumers<br/>• Discovering the impact the COVID-19 pandemic has had on certain segmentations in regards to their time spent playing themselves<br/><br/> After compiling results from this questionnaire, marketers that are both endemic and non-endemic brands seeking to partner within the Esports space will have a better understanding of their audience and how to connect with them.

ContributorsPearson, Samuel Tyler (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
As a relatively new industry in the sports business world, much on Esports consumer behavior patterns remain unexplored. Previous studies have aimed to provide a clear and coherent picture of different Esports fan demographics, understand consumption habits and psychological tendencies of these groups, and forecast financial and statistical trends for

As a relatively new industry in the sports business world, much on Esports consumer behavior patterns remain unexplored. Previous studies have aimed to provide a clear and coherent picture of different Esports fan demographics, understand consumption habits and psychological tendencies of these groups, and forecast financial and statistical trends for the Esports industry in the future. This thesis works to elaborate on these previous studies through quantitative research via a comprehensive online questionnaire. This research is focused on investigating three topics of interest within the consumer behavior realm of the Esports industry. First, to provide a meaningful and useful segmentation of fans within the industry, offering potential sponsors a closer look at how to approach each segment with future advertising and/or messaging. Second, to monitor how the playing habits of gamers impact what content and which creators they choose to stream online. Third, to explore the level of influence (through sponsorships, messaging, etc.) video game content creators and Esports athletes have on particular types of consumers.
With the data gathered from this research, both endemic and non-endemic brands looking to enter the Esports sponsorship space will be able to make informed decisions on which marketing decisions make the most sense financially and demographically. Furthermore, brands will be able to use this data to ensure a clear and consistent message across all platforms in future marketing campaigns.
ContributorsIngram, Meg (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05