Volume 10 - Spring Supplementary                   Ann Appl Sport Sci 2022, 10 - Spring Supplementary: 0-0 | Back to browse issues page

XML Print

Download citation:
BibTeX | RIS | EndNote | Medlars | ProCite | Reference Manager | RefWorks
Send citation to:

Pumsanguan C, Thithathan S. Causal Factors Related to Management of eSport Clubs in Thailand. Ann Appl Sport Sci. 2022; 10 (S1)
URL: http://aassjournal.com/article-1-1079-en.html
1- Faculty of Social Sciences and Humanities, Mahidol University, Salaya, Nakhonpathum, Thailand , chatchawit125@gmail.com
2- Faculty of Social Sciences and Humanities, Mahidol University, Salaya, Nakhonpathum, Thailand
Abstract:   (470 Views)
Background. Currently, the Public and private sectors are working to accelerate eSports into the path of creating income for athletes and young people. The Ministry of Health has disclosed that the number of games increased more than doubled back. eSports is widespread in Thailand. Although eSports are more popular among Thai teenagers, they face financial problems in management. The paper is more innovative than other research because there is so much eSport research in Thailand, but none is used to study this issue.
Objectives: To investigate the selected factors related to the management of eSports clubs in Thailand and investigate the causal factors related to the management of eSports clubs in Thailand.
Methods. This study utilized documentary and quantitative research, divided into two steps: studying theory and related research. Second, investing the causal factor related to the management of esports clubs in Thailand from the 401 correspondences by the simple random sampling from 7,580 stakeholders who registered with Thailand eSports federation was self-administered in the questionnaire. These data were analyzed by the descriptive statistics and path analysis research methodology.
Results. The result found that the16 selected factors related to the management of eSports clubs in Thailand all factors had a correlation coefficient from 0.000 to 0.980, and the causal factors related to the management of eSports clubs in Thailand significantly at 0.05 level have eight variables, as follows: Government agencies (-0.656), Society and Culture (0.481), eSports competition (0.458), Infrastructure (0.356) Variety of game types (0.219) Private sector (0.213) Technology (0.158) Caster or Streamer (0.095).
Conclusion. It can be concluded that creating added value to the economy by driving Thailand’s e-sports industry, whereby the government and private sectors will work together to systematically drive the creation of e-sports management, which aims to make Thailand the center of competition in Southeast Asia.
Full-Text [PDF 360 kb]   (125 Downloads)    
  • There should be education, social awareness, and information on being a legitimate and socially acceptable eSports athlete.
  • Professional eSports clubs should have a sustainable management model and their club management structure for the future.
  • Government agencies should be able to understand people by providing information about eSports. In addition, there should be the promotion of activities related to eSports in Thailand.

Type of Study: Original Article | Subject: Sport Management and its related branches
Received: 2021/11/9 | Accepted: 2022/01/16 | Published: 2022/05/20 | ePublished: 2022/05/20

1. Hedlund DP. A Typology of Esport Players. Journal of Global Sport Management. 2021:1-18. [DOI:10.1080/24704067.2021.1871858]
2. Thiel A, John JM. Is eSport a 'real' sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society. 2019;15(4):311-315. [DOI:10.1080/16138171.2018.1559019]
3. Scholz TM. Deciphering the World of eSports. International Journal on Media Management. 2020;22(1):1-12. doi: 10.1080/14241277.2020.1757808 [DOI:10.1080/14241277.2020.1757808]
4. Cranmer EE, Han D-ID, van Gisbergen M, Jung T. Esports matrix: Structuring the esports research agenda. Computers in Human Behavior. 2021;117:106671. [DOI:10.1016/j.chb.2020.106671]
5. Nagorsky E, Wiemeyer J. The structure of performance and training in esports. PLoS One. 2020;15(8):e0237584. [DOI:10.1371/journal.pone.0237584] [PMID] [PMCID]
6. Wattanapisit A, Wattanapisit S, Wongsiri S. Public Health Perspectives on eSports. Public Health Rep. 2020;135(3):295-298. [DOI:10.1177/0033354920912718] [PMID] [PMCID]
7. Zhao Y, Zhu Y. Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies. 2020;24(3):485-503. [DOI:10.1177/1367877920975783]
8. Freitas* BDA, Contreras-Espinosa** RS, Correia*** PÁP. Identifying the pros, cons and tactics of eSports sponsorships: An integrative literature review. Comunicação pública. 2020(Vol.15 nº 28). [DOI:10.4000/cp.7243]
9. Czegledy PK. Esports Integrity Policies. Gaming Law Review. 2021;25(4):161-170. [DOI:10.1089/glr2.2020.0017]
10. Noriya W, To-aj O, Jarueksil S, Muendech S, Srichaisawat P. The Direction of Promoting Esport Industry in Thailand. Annals of Applied Sport Science. 2021;9(3):0-0. [DOI:10.52547/aassjournal.1027]
11. Grisold T, Mendling J, Otto M, vom Brocke J. Adoption, use and management of process mining in practice. Business Process Management Journal. 2020;27(2):369-387. [DOI:10.1108/BPMJ-03-2020-0112]
12. Charoenlarp P. Value and economics value of eSport. [Independent Study in Entertainment Management and Production]. Bangkok: The Graduate School, Bangkok university; 2018.
13. Chutinat wongsuban. deputy secretary general of national economic and social development council (NESDC). Bangkok post. 2017.
14. National health commission office. the impact of eSport on children health and creation the responsibility model of relevant departments in term of positive social impact 2018 [updated 2018; cited 2021]. Available from: https://infocenter.nationalhealth.or.th/node/27554.
15. Khoo A. eSocial Networking and eSports: More or Less Democracy & New; 2012.
16. ESPN The Magazine. Resistance is futile: eSports is massive and growing 2015 [updated 2020; cited 2021]. Available from: https://www.espn.com/espn/story/_/id/13059210/esports-massive-industry-growing.
17. Dephonphat T. Exposure behavior and the impact of online gaming genre MMORPG among high school students in Bangkok. Bangkok: Siam University; 2014.
18. Li R. Good luck have fun: The rise of esports. New York: Skyhorse Publishing; 2016.
19. Kennedy J, Rozelle W. League of Legends world champion ship by the numbers 2016 [updated 2018
20. cited 2021]. Available from: http://www.lolesports.com/en_US/articles/2016-league-legends-world-championship-numbers.
21. Valve. The international DOTA2 championships overview 2016 [updated 2020; cited 2021]. Available from: https://www.dota2.com/international/overview/.
22. Woohoo A. Interview The Asia Pacific Predator League 2019 [updated 2020
23. cited 2021]. Available from: https://mgronline.com/game/detail/9610000123458.
24. Akers M. E-sports enthusiasts get boost with Neonopolis arena: Las Vegas Sun; 2017. Available from: https://lasvegassun.com/news/2017/feb/22/millennial-esports-arena-set-to-open-in-neonopolis.
25. Gaudiosi J. How the U.S. is killing it in eSports 2017 [updated 2017
26. cited 2021]. Available from: http://Fortune.com/2016/01/27/us-is-killing-it-in-esports/.
27. Howell L. League of Legends hosts 14.7 million concurrent viewers during Worlds: ESPN; 2016. Available from: http://www.espn.com/esports/.
28. Tassi P. League of Legends finals sells out LA's Staples Center in an hour: Forbes; 2013 [updated 2015; cited 2021]. Available from: http://www.forbes.com/sites/insert-coin/2013/08/24/league-of-legends-finals-sells-out-las-staples-center-in-an-hour.
29. Norman KL. Assessing the components of skill necessary for playing video games. Human-Computer Interaction Technical Report. 2011:11-11.
30. Alloza. Relationship between Video Games Genre and Soft Skills Development 2018 [updated 2018; cited 2021]. Available from: https://gecon.es/game-genres-and-soft-skills/.
31. Serirat S. Organization and management. 2002. Bangkok: SE-ED Publisher; 2002.
32. Crawford G, Gosling VK. More than a Game: Sports-Themed Video Games and Player Narratives. Sociology of Sport Journal. 2009;26(1):50-66. [DOI:10.1123/ssj.26.1.50]
33. Rambusch J, Jakobsson P, Pargman D, editors. Exploring E-sports: A Case Study of Gameplay in Counterstrike. Proceedings of the Digital Games Research Association (DiGRA); 2007; Tokyo: University of Tokyo.
34. Tina W, Buckner K. Receptiveness of Gamers to Embedded Brand Messages in Advergames. Journal of Interactive Advertising. 2006;7(1):3-32. [DOI:10.1080/15252019.2006.10722123]
35. Hutchins B. Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media & Society. 2008;10(6):851-869. [DOI:10.1177/1461444808096248]
36. Kasikorn Thai Research Center. eSports 2009 [updated 2020; cited 2021]. Available from: https://kasikornresearch.com/th/analysis/k-econ/business/Pages/y3049.aspx.
37. DEPA. The report of digital content 2019 [updated 2019; cited 2021]. Available from: https://www.depa.or.th/storage/app/media/file/Final%20Report%20Digital%20Content%2060.pdf.
38. Funk DC, Mahony DF, Nakazawa M, Hirakawa S. Development of the Sport Interest Inventory (SII): Implications for Measuring Unique Consumer Motives at Team Sporting Events. International Journal of Sports Marketing and Sponsorship. 2001;3(3):38-63. [DOI:10.1108/IJSMS-03-03-2001-B005]
39. Chelladurai P. Managing organizations for sport and physical activity. New York: Holcomb Hathaway Publishers; 2014.
40. Miloch KS, Lee J, Kraft PM, Ratten V. Click clack: examining the strategic and entrepreneurial brand vision of Under Armour. International Journal of Entrepreneurial Venturing. 2012;4(1):42. [DOI:10.1504/IJEV.2012.044817]
41. Kim MH. Gaming Across the Divide: Racial Dynamics in eSports and the Changing Landscape of East-West Relations. New York: Vassar College; 2013.
42. Kim D, Kim A, Kim J, Ko YJ. Symbiotic relationship between sport media consumption and spectatorship: the role of flow experience and hedonic need fulfillment. Journal of Global Sport Management. 2018:1-23. [DOI:10.1080/24704067.2018.1550368]
43. Cunningham GB, Fink JS. Diversity Issues in Sport and Leisure. Journal of Sport Management. 2006;20(4):455-465. [DOI:10.1123/jsm.20.4.455]
44. Vanessa R. Sports Technology and Innovation. United Kingdom: Palgrave Macmillan publisher; 2019.
45. Newzoo. Newzoo Introduction 2014 [updated 2015; cited 2021]. Available from: https://newzoo.com/wp-content/uploads/2014/07/Newzoo_Introduction.pdf.
46. Twitchtv. Watch Twitch on your Xbox One 2013 [updated 2021; cited 2021]. Available from: http://blog.twitch.tv/2013/11/watch-twitch-on-your-xbox-one/.
47. Welch C. Amazon, not Google, is buying Twitch for $970 million: The Verge; 2014. Available from: http://www.theverge.com/2014/8/25/6066295/amazon-reportedly-buyingtwitch-for-over-1-billion.
48. Sherr I. Player tally for 'League of Legends' surges 2014 [updated 2020
49. cited 2021]. Available from: http://blogs.wsj.com/digits/2014/01/27/player-tally-for-league-of-legends-surges/.
50. Burroughs BE. Streaming media: audience and industry shifts in a networked society (Doctoral dissertation). Iowa: University of Iowa; 2015.
51. Combs N. A Culture of Mistrust in EVE Online 2017 [updated 2018
52. cited 2021]. Available from: http://terranova.blogs.com/terra_nova/2007/11/culture-of-mist.html.
53. Kaytoue M, Silva A, Cerf L, Meira W, Raïssi C. Watch me playing, i am a professional. 2012:1181. [DOI:10.1145/2187980.2188259]
54. Lee D, Schoenstedt LJ. Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal Of Research. 2011;6(2):39-44.
55. Taylor TL. Raising the stakes: E-sports and the professionalization of Computer gaming. Cambridge: MIT Press; 2012. [DOI:10.7551/mitpress/8624.001.0001]
56. Postigo Fuentes AY, Fernández Navas M. Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso. Qualitative Research in Education. 2020;9(2):128. doi: 10.17583/qre.2020.4997 [DOI:10.17583/qre.2020.4997]
57. Laakkonen J. Business Models in Esports: Case Assembly Winter 2014 Steelseries Dota 2 Invitational. 2014.
58. Davis K. Game economics in team fortress and Dota consulted 2014 [updated 2015; cited 2021]. Available from: http://media.steampowered.com/apps/steamdevdays/slides/economies.pdf.

Send email to the article author

Rights and permissions
Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

© 2022 CC BY-NC 4.0 | Annals of Applied Sport Science

Designed & Developed by : Yektaweb