TY - GEN
T1 - Improving Team Winning Rate through Experiential and Observational Learning in E-Sports Games
T2 - 42nd International Conference on Information Systems: Building Sustainability and Resilience with IS: A Call for Action, ICIS 2021 TREOs
AU - Zhu, Jiantao
AU - Xiong, Bingqing
AU - Cai, Zhao
AU - Lim, Eric
N1 - Publisher Copyright:
© 2021 42nd International Conference on Information Systems, ICIS 2021 TREOs: "Building Sustainability and Resilience with IS: A Call for Action". All Rights Reserved.
PY - 2021
Y1 - 2021
N2 - Despite participating in a growing number of tournaments, but can e-sports players continuously learn and improve? This question is deeply connected with experiential learning theory since players could acquire experience through repetitive participation but with increasingly smaller marginal returns. Observational learning is touted as a complementary learning mechanism by drawing on external sources of knowledge (or others) to accelerate learning progress. This study hence advances a dynamic and integrated research model that scrutinizes the moderating influence of peer- and rival-based observational learning on the relationship between experiential learning and team performance. Analyzing data gathered on 8,410 teams and 29,078 players in e-Sports games, we reveal that peer-based observational learning attenuates the negative effect of experiential learning on players’ incremental absorptive capacity, whereas rival-based observational learning reinforces the negative relationship between experiential learning and players’ incremental absorptive capacity. Players’ incremental absorptive capacity, in turn, enhances team performance.
AB - Despite participating in a growing number of tournaments, but can e-sports players continuously learn and improve? This question is deeply connected with experiential learning theory since players could acquire experience through repetitive participation but with increasingly smaller marginal returns. Observational learning is touted as a complementary learning mechanism by drawing on external sources of knowledge (or others) to accelerate learning progress. This study hence advances a dynamic and integrated research model that scrutinizes the moderating influence of peer- and rival-based observational learning on the relationship between experiential learning and team performance. Analyzing data gathered on 8,410 teams and 29,078 players in e-Sports games, we reveal that peer-based observational learning attenuates the negative effect of experiential learning on players’ incremental absorptive capacity, whereas rival-based observational learning reinforces the negative relationship between experiential learning and players’ incremental absorptive capacity. Players’ incremental absorptive capacity, in turn, enhances team performance.
KW - Absorptive Capacity
KW - E-Sports
KW - Experiential Learning
KW - Learning from Others
KW - Team Performance
UR - http://www.scopus.com/inward/record.url?scp=85192387005&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85192387005
T3 - 42nd International Conference on Information Systems, ICIS 2021 TREOs: "Building Sustainability and Resilience with IS: A Call for Action"
BT - 42nd International Conference on Information Systems, ICIS 2021 TREOs
PB - Association for Information Systems
Y2 - 12 December 2021 through 15 December 2021
ER -