Factors of E-Sports Sponsorship Predicting Spectators Brand Recall
Main Article Content
Abstract
The objectives of this research were (1) to investigate the behaviour of e-sports viewers and (2) to investigate the factors of e-sports sponsorship that predict viewers' brand recall. In this study is quantitative research, a questionnaire was used to collect data from a sample group of 424 spectators of e-sports game in Thailand, using the convenience sampling method. The statistics used in the data analysis were percentage, frequency, mean and linear regression analysis. The results show that most of the respondents are male, 20 - 25 years old. Most of them spend an average of 1 - 2 hours per week watching e-sports games and watch 2-3 times per day. The top three brands which spectators recall are Nescafe, Shopee and AISFiber respectively.
Regarding the factors predicting brand recall of e-sports sponsorship. It was found that there were four factors could be predicting brand recall of e-sport sponsors as follows:
sponsorship facilities, sponsor leagues/events/tournaments, sponsor streamers/streaming channels, and sponsor team/players with statistical significance at level .05 and has predictive power of 71.40%
Article Details
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
1. กองบรรณาธิการสงวนสิทธิ์ในการพิจารณาและตัดสินการตีพิมพ์บทความในวารสาร
2. บทความทุกเรื่องจะได้รับการตรวจสอบทางวิชาการโดยผู้ทรงคุณวุฒิ แต่ข้อความและเนื้อหาในบทความที่ตีพิมพ์เป็นความรับผิดชอบของผู้เขียนแต่เพียงผู้เดียว มิใช่ความคิดเห็นและความรับผิดชอบของมหาวิทยาลัยศรีปทุม
3. การคัดลอกอ้างอิงต้องดำเนินการตามการปฏิบัติในหมู่นักวิชาการโดยทั่วไป และสอดคล้องกับกฎหมายที่เกี่ยวข้อง
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