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The Added Value of Virtual Reality Headsets on Esport Viewing Experience

Karsten Beeker, Miruna Doicaru and Marnix S. Gisbergen ()
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Karsten Beeker: BUAS—Breda University of Applied Sciences
Miruna Doicaru: BUAS—Breda University of Applied Sciences
Marnix S. Gisbergen: BUAS—Breda University of Applied Sciences

A chapter in XR and Metaverse, 2025, pp 3-18 from Springer

Abstract: Abstract With a growing interest in immersive technologies to elevate digital spectating experiences, Virtual Reality (VR) is viewed by many academics and industry actors as the future of esport spectatorship. The majority of the esport fans are the same group that show interest in immersive technologies as VR. This group is, therefore, expected to accept the technology and adopt it in their spectating experience. However, given the fact that this target group is mostly used to utilize interactive VR for gaming purposes, it is not clear how they would experience a passive non-interactive VR experience, and to what extent the technology could contribute to enhancing their viewing experience. This study compared two versions of the same summary recording of the livestream of an esport competition: a 2D version and a VR version: 92 participants watched the esport competition either on a 2D screen or in VR, then they had to answer questions regarding their experience. Compared to 2D, the VR experience scored higher on immersion, presence, social presence, emotional contagion, and enjoyment. This paper confirms the potential of VR to efficiently enhance the digital spectating experiences of esports, while highlighting the need for more research in how to produce the content to best fit VR and increase VR adoption intention.

Keywords: Virtual reality; Esport; Spectatorship; Experience (search for similar items in EconPapers)
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:spr:prbchp:978-3-031-77975-6_1

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DOI: 10.1007/978-3-031-77975-6_1

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