TY - JOUR
T1 - Perception of Hong Kong Teenagers and Young Adults on Esports Participation
T2 - A Qualitative Study Using Theory of Planned Behavior
AU - Wong, Ming Yu Claudia
AU - Chung, Pak-Kwong
AU - Ou, Kailing
AU - Leung, Ka Man
N1 - Funding Information:
The current study was supported by a research project (Ref: HAS597-1810828) funded by the Public Policy Research (PPR), Policy Innovation and Co-ordination Office (PICO) of the Hong Kong Special Administrative Region, China. The funder has no role in the study in terms of the design, data collection, management, analysis, and interpretation.
Funding Information:
This paper and this research behind it would not have been possible without the exceptional support of the ER Esports Academy and the Career Centre of the Hong Kong Baptist University, for help recruiting potential participants. Funding. The current study was supported by a research project (Ref: HAS597-1810828) funded by the Public Policy Research (PPR), Policy Innovation and Co-ordination Office (PICO) of the Hong Kong Special Administrative Region, China. The funder has no role in the study in terms of the design, data collection, management, analysis, and interpretation.
Publisher Copyright:
© Copyright © 2021 Wong, Chung, Ou and Leung.
PY - 2021/7/9
Y1 - 2021/7/9
N2 - Esports is a rapidly growing industry worldwide, and it is making significant inroads in Hong Kong as well. However, owing to debates regarding the distinction between Esports and video gaming and the potential negative effects of engaging in Esports, its development in Hong Kong is still in its infancy. Therefore, this qualitative study investigated the perceptions and attitudes of teenagers and young adults toward Esports development and engagement, using the theory of planned behavior. Twenty-five teenagers and young adults (male = 24, female =1) participated in this study, with their ages ranging from 15 to 29 years. Our results revealed the views of Hong Kong teenagers and young adults on the beneficial and deleterious outcomes (goal setting and achievement, physical health, socialization and teamwork, psychological benefits, academics and time distribution, physical strain, negative social image, and perception toward sport participation), subjective norms (parents, peers, teachers, and modeling effect), and barriers and facilitators (balance between academics and Esports, capability, career prospects and future reality, psychological benefits, and peer encouragement and support) of participating in Esports. Additionally, the results of this qualitative study may contribute toward a deeper understanding of Hong Kong Esports players to develop a theory of planned behavior construct for capturing the beliefs and perceptions of Hong Kong teenagers toward Esports.
AB - Esports is a rapidly growing industry worldwide, and it is making significant inroads in Hong Kong as well. However, owing to debates regarding the distinction between Esports and video gaming and the potential negative effects of engaging in Esports, its development in Hong Kong is still in its infancy. Therefore, this qualitative study investigated the perceptions and attitudes of teenagers and young adults toward Esports development and engagement, using the theory of planned behavior. Twenty-five teenagers and young adults (male = 24, female =1) participated in this study, with their ages ranging from 15 to 29 years. Our results revealed the views of Hong Kong teenagers and young adults on the beneficial and deleterious outcomes (goal setting and achievement, physical health, socialization and teamwork, psychological benefits, academics and time distribution, physical strain, negative social image, and perception toward sport participation), subjective norms (parents, peers, teachers, and modeling effect), and barriers and facilitators (balance between academics and Esports, capability, career prospects and future reality, psychological benefits, and peer encouragement and support) of participating in Esports. Additionally, the results of this qualitative study may contribute toward a deeper understanding of Hong Kong Esports players to develop a theory of planned behavior construct for capturing the beliefs and perceptions of Hong Kong teenagers toward Esports.
KW - Hong Kong
KW - attitude
KW - eSports
KW - perception
KW - teenager and young adult
KW - theory of planned behavior
UR - https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8299725/
UR - http://www.scopus.com/inward/record.url?scp=85111087895&partnerID=8YFLogxK
U2 - 10.3389/fpsyg.2021.650000
DO - 10.3389/fpsyg.2021.650000
M3 - Journal article
SN - 1664-1078
VL - 12
JO - Frontiers in Psychology
JF - Frontiers in Psychology
M1 - 650000
ER -