Too Legit to Rage Quit: Do Social Ties Impact Staying Power in eSports?

dc.contributor.author Weber, David
dc.date.accessioned 2020-01-04T07:42:03Z
dc.date.available 2020-01-04T07:42:03Z
dc.date.issued 2020-01-07
dc.description.abstract Sim racing, a sub-genre of eSports, is an online motorsports simulation where participants from around the world use specialized hardware to compete virtually in racing vehicles around a track. While most competitors complete the races they start, some opt to disconnect following a frustrating racing event. This is considered a "rage quit" in modern gamer slang. This research aims to identify the social factors associated with a rage quit through a binary logistic regression model populated with a unique dataset from iRacing, a major online sim racing platform, consisting of over 19,000 races over 4 racing seasons (12 months) in 2018, 300,000 individual race results, and 16,000 unique drivers. The findings suggest that social factors of past experience with competitors, racing with competitors in one's own region, and presence of other rage quitters all influence a driver's decision to rage quit.
dc.format.extent 10 pages
dc.identifier.doi 10.24251/HICSS.2020.323
dc.identifier.isbn 978-0-9981331-3-3
dc.identifier.uri http://hdl.handle.net/10125/64065
dc.language.iso eng
dc.relation.ispartof Proceedings of the 53rd Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Games and Gaming
dc.subject esports
dc.subject gaming
dc.subject organizational behavior
dc.subject quitting
dc.subject social networks
dc.title Too Legit to Rage Quit: Do Social Ties Impact Staying Power in eSports?
dc.type Conference Paper
dc.type.dcmi Text
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