An Examination of the Psychological and Consumptive Behaviors of Sport Video Gamers
Bibliographic record
Abstract
Despite the growing popularity of sport video games (SVGs), particularly as it relates to their growth as a marketing tool, there has been relatively little research on the psychology and behavior of the sport video gamer. The current study examined the psychological and consumptive behavior of sport video gamers across different levels of game play. Data from 239 gamers was collected from four popular online video game sites. This study provides evidence that sport video gamers are sport fans that engage in a variety of sport consumptive behaviors. The findings also suggest that sport video gamers seek a unique outlet for needs that might not be fulfilled in a real life sporting context, and that heavy gamers are typically highly identified sport fans who engage in more sport consumptive behavior than the light gamer who has less connection with the team. The findings of the study provide researchers and marketers with important implications and benchmark data for future research to explore the psychology of sport consumers in a virtual environment and the potential of videogames as a marketing and communication tool.
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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.000 | 0.002 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.001 | 0.001 |
| Science and technology studies | 0.000 | 0.000 |
| Scholarly communication | 0.001 | 0.000 |
| Open science | 0.000 | 0.000 |
| Research integrity | 0.000 | 0.000 |
| Insufficient payload (model declined to judge) | 0.002 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".