Proceedings of the 3rd Tarumanagara International Conference on the Applications of Social Sciences and Humanities (TICASH 2021)

Descriptive Study of eSports Viewership Motivation of Young Adulthood in Indonesia During The COVID-19 Pandemic

Authors
Dionisius Kevin Raphael1, Pamela Hendra Heng1, *
1Faculty of Psychology, Universitas Tarumanagara, Jakarta 11440, Indonesia
*Corresponding author. Email: pamelah@fpsi.untar.ac.id
Corresponding Author
Pamela Hendra Heng
Available Online 21 April 2022.
DOI
10.2991/assehr.k.220404.272How to use a DOI?
Keywords
motivation; esports viewership; young adulthood
Abstract

Motivation is a force that drives people to think and act. In regard of doing anything, motivation plays an important role in encouraging individuals to act accordingly. In the young adulthood stage, it is one of the most active stage. Through a lot of activities, motivation takes part. While the COVID-19 pandemic takes place, there’s a lot of changes happening to the daily activities. One of the biggest changes that is happening and plays a significant part in Indonesia is the eSports industry. Miranda, said the eSports industry, whether in popularity and in revenue keeps growing up. This study aims to get the idea of motivation within watching eSports in Indonesia during the COVID-19 pandemic. This research is a quantitative research, with a non-experimental research. This is a descriptive research. The subjects found in this study consisted of 130 individuals, all within the range of 20 to 28 years old. The results showed that the motivation in eSports viewership got a pretty high average (M = 5.45 and SD = 0.54). With 4 dimensions boasting a high average, which is drama, physical skill of the athletes, aesthetics, and acquisition of knowledge.

Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

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Volume Title
Proceedings of the 3rd Tarumanagara International Conference on the Applications of Social Sciences and Humanities (TICASH 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
21 April 2022
ISBN
10.2991/assehr.k.220404.272
ISSN
2352-5398
DOI
10.2991/assehr.k.220404.272How to use a DOI?
Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

Cite this article

TY  - CONF
AU  - Dionisius Kevin Raphael
AU  - Pamela Hendra Heng
PY  - 2022
DA  - 2022/04/21
TI  - Descriptive Study of eSports Viewership Motivation of Young Adulthood in Indonesia During The COVID-19 Pandemic
BT  - Proceedings of the 3rd Tarumanagara International Conference on the Applications of Social Sciences and Humanities (TICASH 2021)
PB  - Atlantis Press
SP  - 1680
EP  - 1686
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.220404.272
DO  - 10.2991/assehr.k.220404.272
ID  - Raphael2022
ER  -