Causal Factors Related to Management of eSport Clubs in Thailand

Background. Currently, the Public and private sectors are working to accelerate eSports into the path of creating income for athletes and young people. The Ministry of Health has disclosed that the number of games increased more than doubled back. eSports is widespread in Thailand. Although eSports...

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Bibliographic Details
Main Author: Pumsanguan C.
Other Authors: Mahidol University
Format: Article
Published: 2023
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Online Access:https://repository.li.mahidol.ac.th/handle/123456789/83974
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Institution: Mahidol University
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Summary:Background. Currently, the Public and private sectors are working to accelerate eSports into the path of creating income for athletes and young people. The Ministry of Health has disclosed that the number of games increased more than doubled back. eSports is widespread in Thailand. Although eSports are more popular among Thai teenagers, they face financial problems in management. The paper is more innovative than other research because there is so much eSport research in Thailand, but none is used to study this issue. Objectives: To investigate the selected factors related to the management of eSports clubs in Thailand and investigate the causal factors related to the management of eSports clubs in Thailand. Methods. This study utilized documentary and quantitative research, divided into two steps: studying theory and related research. Second, investing the causal factor related to the management of esports clubs in Thailand from the 401 correspondences by the simple random sampling from 7,580 stakeholders who registered with Thailand eSports federation was self-administered in the questionnaire. These data were analyzed by the descriptive statistics and path analysis research methodology. Results. The result found that the16 selected factors related to the management of eSports clubs in Thailand all factors had a correlation coefficient from 0.000 to 0.980, and the causal factors related to the management of eSports clubs in Thailand significantly at.05 level have eight variables, as follows: Government agencies (-0.656), Society and Culture (0.481), eSports competition (0.458), Infrastructure (0.356) Variety of game types (0.219) Private sector (0.213) Technology (0.158) Caster or Streamer (0.095). Conclusion. It can be concluded that creating added value to the economy by driving Thailand’s e-sports industry, whereby the government and private sectors will work together to systematically drive the creation of e-sports management, which aims to make Thailand the center of competition in Southeast Asia