The authors investigate subjective well-being in the context of e-sports (competitive video games). They adopt the theoretical lenses of virtual edgework theory, a recent adaptation of edgework theory from physical to digital contexts. Sports have long been used as a tool to improve subjective well-being. The research question is whether e-sports lead to well-being, as their physical sport counterparts do, and through what psychological mechanisms. The authors answer through a conceptual model of moderated mediation tested on hundreds of e-sports players. They also address the role of privacy concerns, as e-sports pose several potential threats to players' privacy that could hinder players' achievement of well-being. Findings suggest that virtual edgework provides a useful theoretical perspective for understanding consumers' behavior in digital environments. They also show that e-sports can lead to well-being by achieving feelings of self-enhancement under the positive moderation of perceived control over the digital environment and the negative moderation of privacy concerns.

Raggiotto F., Scarpi D. (2023). It’s Not Just a Game: Virtual Edgework and Subjective Well-Being in E-Sports. JOURNAL OF INTERACTIVE MARKETING, 58(2-3), 185-197 [10.1177/10949968221127897].

It’s Not Just a Game: Virtual Edgework and Subjective Well-Being in E-Sports

Scarpi D.
Secondo
2023

Abstract

The authors investigate subjective well-being in the context of e-sports (competitive video games). They adopt the theoretical lenses of virtual edgework theory, a recent adaptation of edgework theory from physical to digital contexts. Sports have long been used as a tool to improve subjective well-being. The research question is whether e-sports lead to well-being, as their physical sport counterparts do, and through what psychological mechanisms. The authors answer through a conceptual model of moderated mediation tested on hundreds of e-sports players. They also address the role of privacy concerns, as e-sports pose several potential threats to players' privacy that could hinder players' achievement of well-being. Findings suggest that virtual edgework provides a useful theoretical perspective for understanding consumers' behavior in digital environments. They also show that e-sports can lead to well-being by achieving feelings of self-enhancement under the positive moderation of perceived control over the digital environment and the negative moderation of privacy concerns.
2023
Raggiotto F., Scarpi D. (2023). It’s Not Just a Game: Virtual Edgework and Subjective Well-Being in E-Sports. JOURNAL OF INTERACTIVE MARKETING, 58(2-3), 185-197 [10.1177/10949968221127897].
Raggiotto F.; Scarpi D.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/939177
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