@article{oai:air.repo.nii.ac.jp:00005567, author = {伊藤, 慎一 and 臼木, 智昭 and ITO, Shinichi and USUKI, Tomoaki}, issue = {3}, journal = {秋田大学高等教育グローバルセンター紀要, Bulletin of the Global Center for Higher Education Akita University}, month = {Mar}, note = {This study investigates the factors that contribute to broadening social understanding of e-sports events. e-sports is a method for viewing computer games as sports, and has attracted strong interest from around the world. The brand image of e-sports in Japan is derived from home video game consoles and is often pointed out by customers as being aimed at children. This is one of the factors hindering the spread of the sport. Therefore, we conducted a survey to find out what kind of e-sports tournaments would help revitalize local communities. As a result of factor analysis, it was found that the participants were divided into two groups: the spectator group and the experience value group. As for the game titles to be handled, the participants preferred titles that they had played on home video game consoles rather than IPs used in the world championships.}, pages = {39--46}, title = {地方創生を目指したe スポーツイベントにとって重要となる因子の分析 ~地方創生をめざしたゲームイベントの開催理解について~}, year = {2022} }