Vroom's Expectancy Theory and E-sports Acceptance Review

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Literature Review
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This literature review explores the acceptance of e-sports among teenagers, analyzing the topic through the lens of Vroom's Expectancy Theory. The review begins by defining e-sports and its growing cultural and economic significance, highlighting the industry's evolution and the changing consumer behavior, especially among teenagers. It then introduces Vroom's theory, explaining its three key elements: expectancy, instrumentality, and valence. The review applies these elements to the context of e-sports, examining how teenagers' expectations of effort leading to performance (expectancy), the rewards they anticipate (instrumentality), and the value they place on these rewards (valence) influence their decisions to pursue e-sports as a career or leisure activity. The review incorporates various studies and reports to support its analysis, emphasizing the importance of confidence, trust, and the overall environment in shaping teenagers' motivations and career choices within the e-sports industry. Finally, the review underscores the role of organizations in enhancing player motivation and the need for fair treatment and transparency in the distribution of rewards.
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Running head: Vroom's Expectancy theory 1
Literature review
The acceptance of teenager towards E-sport"
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Vroom's Expectancy theory 2
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 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 3
It 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 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.
Figure 1: Enthusiasts’ gamers
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Vroom's Expectancy theory 4
Source: (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 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, 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 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
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Vroom's Expectancy theory 5
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 vroom’s 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, Raıssi 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 losing 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 Vroom’s 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
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Vroom's Expectancy theory 6
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
professional 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 Vroom’s 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 Vroom’s 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
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Vroom's Expectancy theory 7
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 career 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 reward. 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
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Vroom's Expectancy theory 8
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). Vroom’s 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.
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Vroom's Expectancy theory 9
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
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Vroom's Expectancy theory 10
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.
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Vroom's Expectancy theory 11
References
Bosc, G., Kaytoue, M., Raıssi, C. and Boulicaut, J.F., 2013, Strategic pattern discovery in rts-
games for e-sport with sequential pattern mining. In Proceedings 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_E
sports_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.
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Vroom's Expectancy theory 12
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-sport–case 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 Vroom’s expectancy theory of motivation–An
evaluation, International Research Journal of Business and Management (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.
In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life
and Death (p. 43). ACM.
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