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Vroom's Expectancy Theory Doc

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Added on  2020-05-11

Vroom's Expectancy Theory Doc

   Added on 2020-05-11

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Running head: Vroom's Expectancy theory 1Literature review The acceptance of teenager towards E-sport"
Vroom's Expectancy Theory Doc_1
Vroom's Expectancy theory 2Literature ReviewE-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 whichare 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 expected 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.
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Vroom's Expectancy theory 3It would be the great contribution of Vroom’s expectancy theory in the research topic of acceptance of teenagers towards E-sport. It is the belief of Vroom’s 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 match on Dota competition and they got10 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. Figure 1: Enthusiasts’ gamers
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Vroom's Expectancy theory 4Source: (Newzoo, 2014).Vroom’s 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 Vroom’s 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 asper 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, Shinnar 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 theconfidence 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
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