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Thursday, December 12, 2019

The Acceptance Of Teenager Towards E-Sport †MyAssignmenthelp.com

Question: Discuss about the The Acceptance Of Teenager Towards E-Sport. Answer: Literature Review E-sport is considered as the form of competition that is helped by electronic system especially in video games. Human computer interfaces are the medium between the input of players and team along with the output of the e-sport system. Sports have not only become a cultural phenomenon but also provide opportunities for brand to reach a community of fans. As compared to other sports, a remarkable ecosystem of business has created around E-sports which are considered as the subset of gaming (Kiatkawsin and Han, 2017). There are several contributions including to establish the E-sports effectively that is game publishers, formal leagues, hardware manufacturers, streaming platforms and tournament provide services in order to grow customers and as per viewership which is based on millions. It has been believed by the analysts that the total worldwide market for E-sports will exceed $700million in 2016 and it has been studied that the viewership is examined 214 million today and it has exp ected that it will cross 303 million by 2019. It has been analyzed in the report of free report preview, (2017), that the consumption of consumers has changed drastically. People has become more interested towards game and they do not only enjoy watching each other instead of professionally built but they have the tendency to share, build and willing to be a part of the experience. The growth of E-sports is done explosively and the success of sharing the content of video game gives example this more than anything else. It has been studied that in 2005, the rat of consumers and the interest of teenagers in E-sports were 1% and after ten years, everyone creates and shares their experiences desperately and can earn money in serious manner by doing so. It would be the great contribution of Vrooms expectancy theory in the research topic of acceptance of teenagers towards E-sport. It is the belief of Vrooms Expectancy theory that almost people are goal oriented. It is the theory which will be helpful to understand the various aspects of motivation and explain that people are enthusiastic when they have the perception to get rewarded when they would do good job. It has been found that a pro-gamer can earn income only by winning competition, but attain nothing in case of losing game or competition. E-sport competition can offer some professional payer to get involved in the contract so that they can earn certain amount in the form of basic pay which is very less but proved that something is better than nothing. However, in the case of winning competition, team may earn a huge amount of money in the form of winning prizes. For instance, there is a famous E-sport organization that is Team Liquid, the team of this organization had won a m atch on Dota competition and they got 10 million dollar as a prize which is very huge amount. Furthermore, once a professional player has become famous and known by everyone, he can earn income form endorsing computer specs. Vrooms Expectancy theory is compatible with the research topic because when people determine for their future, the attractiveness of the sector will be the main consideration to them. The three elements in Vrooms expectancy theory will point out that the factor which affects the decision of teenager to whether take E-sport as their career. There are three elements of this theory expectancy, instrumentality and Valence. The first element of this theory Expectancy which demonstrates that enhanced efforts will lead to good performance. It is the strength of the person that he is sure about his skills and makes ensure that he will achieve possible outcomes as per his expectations. A confidence is strength in itself when an individual has great confidence towards his performance, indeed, he could perform in adequate manner for the purpose of achieving the aim. On the other hand, an individual who has not willing to put efforts for winning the match, considered as zero expectancy (Hsu, Shi nnar and Powell, 2014). The literature review on the topic of the acceptance of teenager towards E-sport describes that the expectancy and the confidence of the teenager towards their self-development in the sector of E-Sports will influence the decision of them for being the professional player. It has been observed that every teenager want to be a successful and many of them want to do something different instead of 10 to 5 job. The first element of Vroom theory defines that how effort lead an individual to high performance. It is required to make them aware about the advantages of e-sport organization so that they put effort as per their skill for becoming the processional player. The efforts are compulsory to get the expected result and the element of expectancy measures the confidence of person in being able to get outcome expected. It has been stated by Phuong, Binh and Hai, (2017), that it is not needed of talent and effort of an individual to have a rank on key competition. It is necessary to have the synergy of the entire team, the capability of coach to lead the team and the concord of gaming environment. Thus it is required for the new joiner in the E-sport organization to take a lot of consideration. Along with that the organization of E-sport organization should have the knowledge about the tendency of the teenagers in order to influence talented gamer to join them. The second element of vrooms expectancy theory is instrumentality. Instrumentality measures the extent to which an individual believes the manager of the organization will reward as per performances that were promised (Parijat and Bagga, 2014). The second element instrumentality can be demonstrated in the form of thought that if an individual performs well, and then an effective result will bring to that individual. There are certain things which would be helpful to have a clear understanding of the link between performance and results. It is essential to have the trust and respect for them who make the decisions of rewards and transparency should be there so that doubt could not take place in the mind of new joiner in the E-sport organization (Bosc, Kaytoue, Ra?ssi and Boulicaut, 2013). Vroom also believed that great efficiency in efforts is able to lead to enhance performance. As it has been discussed earlier that in general games, players do not get a single penny in case of losin g the game and it decrease their motivation and they have to be pressurize while performing for getting rewards. While E-sport organization offers professional player to get basic income even in the condition of losing match or competition. This element of Vrooms theory defines in the context of acceptance of teenager towards E-sport is that a person will only perform at a definite level if he has trust that the performance will lead to a given expressed outcome. If teenager has the ability and skills to meet with the expectations, they will certainly get rewarded with a great reward. When teenagers plan their career their trust and confidence would enhance if they are belief on certain or specific sector that they will success on it. It has been analyzed that some of the teenagers who are fond of video game, they started to expect a kind of harmony culture on the sector or industry of E-sport which enable them to keep putting effort and reach their objectives by becoming a professi onal player in all over the world. The desire of teenager would enhance when they are sure about the possible outcomes (Whittington, 2014). The strength of the Vrooms theory shows the reality that Vroom developed the VIE theory to decide various levels of motivational across several tasks performed by an individual, rather than focusing on at divergences in motivation between different subjects (Kanfer, Frese and Johnson, 2017). By getting motivation in their work, the new joiner would do more efforts to attain the objectives. The strength performance of instrumentality linkage will be contingent upon three beliefs of the followers. First, a follower should have the faith on the leader that he will be able to deliver the outcome promised. It is the outcome that drives the motivational state as per the expectancy theory. Second, it is the responsibility of the leader to provide the fair treatment environment to all followers without partiality. It has been studied by this theory that people differ on individual differences. Lastly, participants should be given proper knowledge about the outcome of treatment and a follower should understand that a specific treatment is connected with specific performance (Lee, 2007). The third element of Vrooms theory will be the Valence and it is the final component of the VIE theory. It is exemplified by the amount to which an individual values a provided outcome. It is necessary to keep considered that valence is not having an actual satisfaction in comparison an individual receives from an outcome. It is expected satisfaction which an individual attains from a particular reward. The value of them is based in individual differences. It is required to correlate with the value of a person place and who they are. It has been formed by the value of teenagers placed on certain goals and preferences. When teenagers want to connect with E-sport with considering it full time job, it is required to them to look the treatment and the environment of the E-sports sector. For instance, they will find out the environment in which they can get a better working environment by becoming a full time gamer and this avocation might be an influence factor for teenagers to choose ca reer of E-sports (HemaMalini and Washington, 2014). Valence is able to get both positive as well as negative outcome. A negative outcome is when something that an individual recognizes as being a result that would lead to unsatisfactory condition. A positive outcome refers when an individual and its view is being more valued in comparison of other outcomes for instance promotion. In the context of valence, it has been evaluated that there are two major issues which should be concerned by the leader. First, the attractiveness and results of an individual differs amongst individuals. It is necessary for the E-sport organization to recognize the value of every outcome from the point of view of follower. The range of rewards may be varied and the range of rewards from money can be to praise, to time off and to appreciation. There are so many motivational outcomes which are considered as no cost or little cost in the organization and these kinds of rewards become upper level of motivational tools. It would be the best way for E-sport organization to motivate their players without tangible rewards. When an organization is able to enhance the affinity towards internationalization of the desired behaviors and goals, it can have the ability to divert the mind of the player in the objectives of the organization. Valence measures the value a person related to a given re ward. These values can be distinguished into intrinsic and extrinsic. Extrinsic values and rewards cover money, promotion or time off while intrinsic defines the sense of achievement (Chen, Ellis and Suresh, 2016). Expectancy theory in an organization predicts that employees or players of the E-sport organization will be enthusiastic when they believe that better performance will lead them in an organization rewards such as sharing profits and rewards or increment in salary. In order to increase the performance outcome tie, manager of the organization should opt for the systems that tie prizes very nearly to the performance. It should be ensured by the E-sport organization that reward should be distributed with fair treatment (Witkowski, Hutchins and Carter, 2013). There is an example a sponsor of League of Legends when coke played a bigger part in getting fans closer to the action. They sponsored in the live viewing parties in the theatres of movie across the Unites States for the 2015 League of Legends Championship which is held in South Korea. This tournament had run for 15 days and brought in record thousands of fans (Kiatkawsin and Han, 2017). Vrooms expectancy theory is the motivational theory which is helpful for the teenager to determine about their future in the industry of E-sport. Conceptual Framework The main aim of present research is to focus on examining the importance of the E-Sports in performance enhancement so that teenager could get attract towards this stream to develop their future in this field. it has been critiqued that E-Sport organization is able to develop the future of the new job seeker who have interest in gaming. In the above conceptual framework it has been analyzed that there is a great bonding of fur above mentioned aspects with E-Sports. As per the above conceptual framework E-Sport can be success if the interest of teenagers enthusiasm towards this field. Interest of teenagers can enhance the productivity of the E-Sports and can give the opportunity for those who are seeking job in different field. it has been analyzed that being player is very difficult to earn certain amount from each game because it is the criteria of every game that whosoever win will get rewards and whosoever lose the game will not get anything. Motivation technique defines that in the organization of E-Sport, each player will get basic pay which would be proved a satisfaction zone for players. Rewards and recognition refers the huge rewards for winning team. When an interested people will become the key player of E-Sports will be liable for attracting other teenagers for choosing this field. Huge opportunities for being a key player of E-Sport will enhance the interest of the people to join it. The effective evaluation of the E-Sport organization assists an organization in deciding the goals and objectives of the organization. Along with that it would be helpful to determine the long term strategy for potential benefits. References Bosc, G., Kaytoue, M., Ra?ssi, C. and Boulicaut, J.F., 2013, Strategic pattern discovery in rts-games for e-sport with sequential pattern mining. InProceedings of the ECML/PKDD 2013 Workshop on Machine Learning and Data Mining for Sports Analytics (MLSA2013). Chen, L., Ellis, S.C. and Suresh, N., 2016, A supplier development adoption framework using expectancy theory.International Journal of Operations Production Management,36(5), pp.592-615. Free report preview, 2017, The Global Growth of Esports, Retrieved on 16th October 2017 from: https://images.eurogamer.net/2014/dan.pearson/Newzoo_Preview_Images_Global_Growth_of_Esports_Report_V4.pdf. HemaMalini, P.H. and Washington, A., 2014, Employees' motivation and valued rewards as a key to effective QWL-from the perspective of expectancy theory.TSM Business Review,2(2), p.45. Hsu, D.K., Shinnar, R.S. and Powell, B.C., 2014, Expectancy theory and entrepreneurial motivation: A longitudinal examination of the role of entrepreneurship education.Journal of Business and Entrepreneurship,26(1), p.121. Kanfer, R., Frese, M. and Johnson, R.E., 2017, Motivation related to work: A century of progress.Journal of Applied Psychology,102(3), p.338. Kiatkawsin, K. and Han, H., 2017, Young travelers' intention to behave pro-environmentally: Merging the value-belief-norm theory and the expectancy theory. Tourism Management,59, pp.76-88. Newzoo, 2014, Free report: sizing and profiling esports popularity, Retrieved on 24th October 2017 from: https://newzoo.com/insights/articles/free-report-sizing-profiling-esports-popularity/. Le Quy Phuong, P., Binh, N.T. and Hai, H., 2017, The current situation of vietnamese students participating in e-sportcase study on the area of vietnam national university ho chi minh city.Ministry of sport of russian federation russian state university of physical education, sport, youth and tourism, p.43. Lee, S., 2007, Vroom's expectancy theory and the public library customer motivation model.Library Review,56(9), pp.788-796. Parijat, P. and Bagga, S., 2014, Victor Vrooms expectancy theory of motivationAn evaluation,International Research Journal of Business andManagement (IRJBM),7(9), pp.1-8. Whittington, K.D., 2014.Utilizing Vroom's expectancy theory as a predictor of student academic success on the llinois nurse assistant competency examination. Southern Illinois University at Carbondale. Witkowski, E., Hutchins, B. and Carter, M., 2013, September. E-sports on the rise?: Critical considerations on the growth and erosion of organized digital gaming competitions. InProceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death(p. 43). ACM. Zeb, A., Rehman, S., Saeed, G. and Ullah, H.A., 2014, Study of the Relationship between Reward and Recognition and employees Job Satisfaction: A Literature Review,Abasyn Journal Of Social Sciences,7(2), pp.278-291.

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