Examination and analysis Theory of Acceptance and Use of Technology (UTAUT2) In Esports

Document Type : Research Paper

Authors

1 phd in Sports Management, Kharazmi University

2 Assistant Professor of Sports Management at Gilan University

3 kharazmy university

10.30473/arsm.2025.70557.3863

Abstract

Introduction: Nowadays, Esports have become one of the important aspects of people's leisure time; Therefore, it is essential for marketers to investigate and recognize the factors affecting the performance of this new type of sport; Therefore, in the current research, the integrated theory of acceptance and use of technology has been used to investigate these cases.

Methods: The statistical population of the research was all students of State universities in Tehran, which was used as a survey questionnaire to collect primary data. The sample size was determined using the index of Barclay et al. (1995). After data collection, research hypotheses were analyzed by structural equation modeling and PLS4 software.

Results: The research results showed that effort expectation (t=2.347), social impact (t=2.593), price value (t=2.558), hedonistic motivation (t=3.143) and habit (t=2.753) are important determining factors for They wanted to play electronic sports games.

Conclusion: Based on the research done, this article can be the first attempt to explain the effective factors in electronic sports in the field of technology acceptance in sports management. In general, the created research model explains the different motivations caused by the intention to do electronic sports. In practice, these concepts can provide event publishers and sports leagues with valuable information about gaming behavior on eSports consumers.

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Articles in Press, Accepted Manuscript
Available Online from 14 July 2025
  • Receive Date: 10 February 2024
  • Revise Date: 14 April 2024
  • Accept Date: 14 July 2025