Bibliographische Detailangaben
Beteiligte: Spinda, John S.W., Wann, Daniel L., Sollitto, Michael
In: International Journal of Sport Communication, 5, 2012, 2, S. 246-264
veröffentlicht:
Human Kinetics
Medientyp: Artikel, E-Artikel

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Umfang: 246-264
ISSN: 1936-3915
1936-3907
DOI: 10.1123/ijsc.5.2.246
veröffentlicht in: International Journal of Sport Communication
Sprache: Unbestimmt
Schlagwörter:
Kollektion: Human Kinetics (CrossRef)
Inhaltsangabe

<jats:p>In this case study analysis, we explored the motives for playing Strat-O-Matic Baseball (SOMB), a baseball simulation played as a board game or online, from the perspective of the uses-and-gratifications theory. In phase I of the study, SOMB manager narratives (<jats:italic>N</jats:italic> = 50) were analyzed for motive statements. In phase II, an online survey asked SOMB managers (<jats:italic>N</jats:italic> = 222) to respond to motive items as well as four measures of Major League Baseball (MLB) and SOMB identification. Overall, eight motives for playing SOMB emerged from the 64-item pool of motive items. These eight motives were nostalgia, knowledge acquisition, social bonding, enjoyment, vicarious achievement, game aesthetics, convenience, and escape. Our findings suggest these motives predicted measures of MLB and SOMB identification in significantly different ways. Theoretical implications, future research, limitations, and discussion questions are presented in this analysis.</jats:p>