A Study on the Influence of Subjective Norms on E-sports Participation —Moderating Effects based on College Students’ Sense of Belonging in Dormitories
This paper constructs a model of influence on e-sports behavior by reviewing relevant literature andtaking the theory of planned behavior in the field of exercise psychology as a support, taking e-sports behavioras a dependent variable and adding dormitory sense of belonging as a moderating variable. Taking some currentcollege students of a university in Wuhan City as the survey object, the survey was conducted in the form of offlinequestionnaires, including the E-Gaming Behavior Scale, the Dormitory Sense of Belonging Scale, and the E-GamingWillingness Scale, with a total of 400 questionnaires distributed, and 350 questionnaires were finally recovered, witha recovery rate of 87.5%. Statistical analysis methods such as analysis of variance, regression analysis, and usingProcess to realize the test of regulation efficiency were used to verify the research hypotheses, and the followingconclusions were drawn: (1) In this study, the number of people who engage in e-sports participation in the dormitoryis the largest; most participants have 1 to 3 years and more than 5 years of e-sports experience, the frequency of e-sportsis more than 5 times per week, and the duration of each e-sports is 1 hour or 1 to 3 hours; e-sports companionship, themost participation in the same dormitory; the two MOBA e-sports games, Honor of Kings and League of Legends, had the most participants. (2) College students’ dormitory sense of belonging positively affects e-sports behaviors, andsubjective norms also have a significant positive effect on dormitory sense of belonging. (3) The results of moderatingeffect analysis show that dormitory sense of belonging has a positive moderating effect between subjective normsand e-sports behaviors. (4) College students’ dormitory s subjective norms influence e-sports behavior through themoderating effect of dormitory sense of belonging.