E-urheilun vs. perinteisen urheilun kuluttamisen motiivit case Formula 1

E-urheilu ilmiönä on kasvanut viime vuosina tasaisen nopeasti varsinkin nuorten keskuudessa ympäri maailmaa. Suosion kasvun myötä monet perinteiset urheiluorganisaatiot ovat perustaneet e-urheiluliigoja ja hankkineet omia e-urheilutiimejä tavoitteenaan houkutella erityisesti digimaailmassa viihtyvää...

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Bibliografiset tiedot
Päätekijä: Kokkinen, Johanna
Muut tekijät: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Aineistotyyppi: Pro gradu
Kieli:fin
Julkaistu: 2021
Aiheet:
Linkit: https://jyx.jyu.fi/handle/123456789/77276
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author Kokkinen, Johanna
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Kokkinen, Johanna Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Kokkinen, Johanna Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Kokkinen, Johanna
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description E-urheilu ilmiönä on kasvanut viime vuosina tasaisen nopeasti varsinkin nuorten keskuudessa ympäri maailmaa. Suosion kasvun myötä monet perinteiset urheiluorganisaatiot ovat perustaneet e-urheiluliigoja ja hankkineet omia e-urheilutiimejä tavoitteenaan houkutella erityisesti digimaailmassa viihtyvää nuorta yleisöä lajin pariin. Yksi tällaisista urheiluorganisaatioista on Formula 1. Jotta e-urheilua voidaan hyödyntää esimerkiksi markkinoinnissa, on tärkeää ymmärtää kuluttamiseen vaikuttavia motivaatiotekijöitä. Tämän tutkielman tavoitteena on selvittää, mitkä tekijät motivoivat kuluttamaan Formula 1:ä ja F1 Esportsia ja onko motiivien välillä mahdollisesti eroja. Tutkimus toteutettiin kirjallisuuskatsauksena ja puolistrukturoituna määrällisenä kyselytutkimuksena. Kirjallisuuskatsauksen perusteella laadittiin teoreettinen viitekehys, jota testattiin empiirisessä osiossa. Empiirisen tutkimuksen keskeisimmät tulokset ovat, että arjesta pakeneminen ja uutuus vaikuttavat merkittävästi Formula 1:n kuluttamiseen. F1 Esportsin kuluttamiseen viitekehyksen ulottuvuuksilla ei havaittu olevan tilastollisesti merkitsevää vaikutusta. As a phenomenon, eSports has grown steadily around the world in recent years, especially among young people. With the growth in popularity, many traditional sports organizations have set up eSports leagues and acquired their own eSports teams with the aim of attracting especially young audiences, who enjoy the digital world. One such sports organization is Formula 1. To utilize eSports for example in marketing, it is important to understand the motivating factors that influence consumption. The aim of this thesis is to find out which factors motivate to consume Formula 1 and F1 Esports and whether there are possible differences between the motives. The study was conducted as a literature review and as a semi-structured quantitative questionnaire survey. Based on the literature review, a theoretical framework was developed and tested in the empirical section. The main results of the empirical study are that escape from everyday life and novelty have a significant effect on the consumption of Formula 1. The dimensions of the framework were not found to have a statistically significant effect on F1 Esports consumption.
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spellingShingle Kokkinen, Johanna E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1 F1 Esports Tietojärjestelmätiede Information Systems Science 601 Formula 1 -luokka kulutus urheilu elektroninen urheilu urheilukilpailut formula autourheilu kuluttajakäyttäytyminen markkinointi kilpa-ajot
title E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1
title_full E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1
title_fullStr E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1 E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1
title_full_unstemmed E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1 E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1
title_short E-urheilun vs. perinteisen urheilun kuluttamisen motiivit
title_sort e urheilun vs perinteisen urheilun kuluttamisen motiivit case formula 1
title_sub case Formula 1
title_txtP E-urheilun vs. perinteisen urheilun kuluttamisen motiivit : case Formula 1
topic F1 Esports Tietojärjestelmätiede Information Systems Science 601 Formula 1 -luokka kulutus urheilu elektroninen urheilu urheilukilpailut formula autourheilu kuluttajakäyttäytyminen markkinointi kilpa-ajot
topic_facet 601 F1 Esports Formula 1 -luokka Information Systems Science Tietojärjestelmätiede autourheilu elektroninen urheilu formula kilpa-ajot kuluttajakäyttäytyminen kulutus markkinointi urheilu urheilukilpailut
url https://jyx.jyu.fi/handle/123456789/77276 http://www.urn.fi/URN:NBN:fi:jyu-202108044444
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