2024/08/23 by Yoonji Ryu, Jae-Hyun Jeong, Wonseok Jang +2 · 1 voice
Social Sciences · Economics, Econometrics and Finance · Psychology · #Digital Games and Media #Sports Analytics and Performance #Gambling Behavior and Treatments
paper · doi:10.1177/21674795241277051
openalex publication_date 2024/08/23 · openalex created_date 2025/10/10 · openalex updated_date 2026/05/21
With the rapid advancement of technology, esports have become more accessible and widespread on online platforms. The behavior of fans watching live broadcasts online differs from that of those watching on TV or attending stadium events. To understand the online demand for esports, this study examines the determinants of live esports viewership using advanced data from online platforms. We examined game-level data from the League of Legends Champions Korea (LCK) from the summer of 2019 to the summer of 2022. We analyzed four dependent variables representing esports online demands—hours watched, peak views, concurrent average views, and view drops—based on several pre-game (outcome uncertainty and team quality), in-game (game quality and upset result), and schedule-related (evening game) variables. Using two-way least squares dummy variable regression models, we identified the key determinants. The results suggest that outcome uncertainty, team quality, game quality, and evening games significantly impact esports online viewership. In addition, in-game factors, such as the sum and difference in kills between teams, attracted more viewers. This indicates that online viewers prefer games with more kills and a closer kill difference between teams.