Abstract
This study examines the effects of motivation, attitude, and perceived usefulness on the intention to participate in electronic sports (eSports) in Ho Chi Minh City, drawing on the Theory of Planned Behavior (TPB) and the Technology Acceptance Model (TAM). Data from an online survey of 339 current and former eSports participants were analyzed using SPSS 26 and AMOS 20 with structural equation modeling (SEM). All five hypotheses are supported. Motivation has the strongest effect on participation intention (β = 0.591) and also positively affects perceived usefulness (β = 0.362). Attitude (β = 0.192) and perceived usefulness (β = 0.157) both positively influence participation intention, while attitude also has a positive effect on perceived usefulness (β = 0.156). Based on these findings, the study proposes managerial implications for game publishers, tournament organizers, and investors.
electronic sports (eSports)
motivation
attitude
perceived usefulness
participation intention