eSport in the digital era: Exploring the moderating role of perceived usefulness on financial behavioural aspects within reward-crowdfunding

Giachino, Chiara, Nirino, Niccolò, Leonidou, Erasmia and Glyptis, Loukas orcid iconORCID: 0000-0003-1734-4873 (2023) eSport in the digital era: Exploring the moderating role of perceived usefulness on financial behavioural aspects within reward-crowdfunding. Journal of Business Research, 155 (Part B). ISSN 0148-2963

[thumbnail of AAM] PDF (AAM) - Accepted Version
Restricted to Repository staff only until 9 November 2025.
Available under License Creative Commons Attribution Non-commercial No Derivatives.

354kB

Official URL: https://doi.org/10.1016/j.jbusres.2022.113416

Abstract

eSport is revolutionising the video games and sport industry in the era of Digital Transformation. Applying the Theory of Planned Behaviour (TPB) and the Technology Acceptance Model (TAM), this study aims to investigate the links between eSport-associated individual motivation and financial behaviour in reward-crowdfunding. A survey has been conducted among 327 people to investigate their psychological and behavioural aspects related to eSport and subsequent funding decisions. The results demonstrate the preponderant role of personal, non-financial motivations in participating in reward-crowdfunding campaigns. The paper thus contributes to validating and applying TPB and TAM in the context of eSport and reward-crowdfunding.


Repository Staff Only: item control page