The added value of Virtual Reality headsets on Esport viewing experience.

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

With a growing interest in immersive technologies to elevate digital spectating experiences, Virtual Reality (VR) is viewed by many academics and industry actors as the future of esport spectatorship. The majority of the esport fans are the same group that show interest in immersive technologies as VR. This group is, therefore, expected to accept the technology and adopt it in their spectating experience. However, given the fact that this target group is mostly used to utilize interactive VR for gaming purposes, it is not clear how they would experience a passive non-interactive VR experience, and to what extent the technology could contribute to enhancing their viewing experience. This study compared two versions of the same summary recording of the livestream of an esport competition: a 2D version and a VR version: 92 participants watched the esport competition either on a 2D screen or in VR, then they had to answer questions regarding their experience. Compared to 2D, the VR experience scored higher on immersion, presence, social presence, emotional contagion, and enjoyment. This paper confirms the potential of VR to efficiently enhance the digital spectating experiences of esports, while highlighting the need for more research in how to produce the content to best fit VR and increase VR adoption intention.

Original languageEnglish
Title of host publicationXR and Metaverse - Proceedings of the 9th International XR-Metaverse Conference 2024
EditorsTimothy Jung, M Claudia tom Dieck, Seok Chan Jeong, Sung-Hee Kim, Daniel Sahl, SJ Kim
Place of PublicationCham
PublisherSpringer, Cham
Pages3-18
Number of pages16
ISBN (Electronic)97830317797561
ISBN (Print)9783031779749
Publication statusPublished - 2025

Publication series

NameSpringer Proceedings in Business and Economics
ISSN (Print)2198-7246
ISSN (Electronic)2198-7254

Keywords

  • Esport
  • Experience
  • Spectatorship
  • Virtual reality

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