Track: E-Business and E-Commerce
E-sports have grown all over the world as well as events and their audience. Based on many previous studies, many factors influence the motivation of viewers on their behavior in watching e-sports, several factors have been shown to affect the motivation to watch such as Entertaining Features, Competitive Nature, Game Knowledge, and Skill Appreciation. Thus, the researchers decided to conduct further research on the topic of e-sports with the SOR model. The research method used is quantitative with purposive sampling method. The size of the population selected and used in this study is quite large, especially for e-sports lovers in Indonesia. Researchers distributed online questionnaires through google form and distributed through social media and acquire 221 respondents. The data that has been obtained were analyzed using the SmartPLS application to test the validity and reliability, descriptive statistics and structural models (inner model). This study applies the SOR model as well as motivational factors from previous studies as a stimulus. The research findings show that the stimulation of motivation is positively related to organisms and response. This study has implication towards for create interest and become suggestions for companies that provide e-sports events, for the community, for fans and also for further research.