1、3500 英文单词, 1.8 万英文字符 , 中文 5850 字 文献出处: Marton?ik, Marcel. e-Sports: Playing just for fun or playing to satisfy life goals?J. Computers in Human Behavior, 2015, 48:208-211. e-Sports: Playing just for fun or playing to satisfy life goals? Marcel Martoncik Abstract Purpose: e-Sports is an area of the g
2、ame scene, in which computer game players specialize in a specic game, form game teams (clans), compete together in tournaments and meet at so-called LAN (Local Area Network) parties. The objective of this study was to compare the different types of e-Sports players from the perspective of their per
3、sonality traits and explicit motives and to compare e-Sports players with casual players in selected life goals. Methods: A questionnaire assessing life goals (Phlmann & Brunstein, 1997) and basic personality traits (Personality inventory KUD, 1986) were administered to 108 e-Sports players and 54 c
4、asual computer game players. Results: In the group of e-Sports players, only clan leaders signicantly differed in life goal power from those who were not members of any clan. Signicant differences were also found between e-Sports players and casual players in terms of life goals afliation and divers
5、ion. Conclusions: e-Sports seem not only to be about playing computer games, but can also serve as a means of satisfying the need to belong. They do this by creating friendly relationships through membership in game teams and participation in LAN parties, or satisfying the need for power by upholdin
6、g a position of a game team leader and determining its course of action. Keywords: e-Sports ;Progaming; LAN party;Computer game 1. Introduction Playing computer games is a very popular way of spending leisure time. The ability to play against human opponents, which is the main aspect of multiplayer computer games, contributes to its appeal. According to the website, the strategic game StarCraft 2 has over 1 million players in Europe alone. The enormous increase in the nu