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Generation Z and Millennial esports gamers’ perceived toxicity risk and game brand loyalty: moderated mediation effects of brand identification, self-efficacy, and support from game brand

Kun Chang (Department of Kinesiology & Sport Management, Texas A&M University, College Station, Texas, USA)
Hyun-Woo Lee (Department of Kinesiology & Sport Management, Texas A&M University, College Station, Texas, USA)
Gregg Bennett (Department of Kinesiology & Sport Management, Texas A&M University, College Station, Texas, USA)

Young Consumers

ISSN: 1747-3616

Article publication date: 5 September 2023

Issue publication date: 2 January 2024

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Abstract

Purpose

The rampant toxic gaming environment in most major esports games has become a challenge in maintaining gamers’ loyalty to the game. Guided by the theory of stress and coping, this study aims to investigate how and under what condition esports gamers’ perceived risk of toxicity may affect game brand loyalty through the moderated mediation effects of game brand identification, self-efficacy, and perceived support from game brand.

Design/methodology/approach

The moderated mediation model was tested using the conditional process analysis (N = 311). The moderating effects of game brand identification on the mediated processes were tested in the model.

Findings

The authors found that self-efficacy and perceived support from game brand were critical mediators between the perceived risk of toxicity and game brand loyalty. However, these mediating effects varied depending on the level of game brand identification.

Originality/value

This study took the step forward by theorizing and empirically examining the relationship between perceived risk of toxicity and consumption outcome by considering both internal and social coping resources and game brand identification, among Generation Z and Millennial gamers in the esports context.

Keywords

Acknowledgements

Disclosure statement: No potential conflict of interest was reported by the author(s).

Citation

Chang, K., Lee, H.-W. and Bennett, G. (2024), "Generation Z and Millennial esports gamers’ perceived toxicity risk and game brand loyalty: moderated mediation effects of brand identification, self-efficacy, and support from game brand", Young Consumers, Vol. 25 No. 1, pp. 28-44. https://doi.org/10.1108/YC-11-2022-1635

Publisher

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Emerald Publishing Limited

Copyright © 2023, Emerald Publishing Limited

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