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	<front>
		<journal-meta>
			<journal-id journal-id-type="publisher-id">bbr</journal-id>
			<journal-title-group>
				<journal-title>BBR. Brazilian Business Review</journal-title>
				<abbrev-journal-title abbrev-type="publisher">BBR, Braz. Bus. Rev.</abbrev-journal-title>
			</journal-title-group>
			<issn pub-type="epub">1807-734X</issn>
			<publisher>
				<publisher-name>Fucape Business School</publisher-name>
			</publisher>
		</journal-meta>
		<article-meta>
			<article-id pub-id-type="doi">10.15728/bbr.2023.20.2.4.en</article-id>
			<article-id pub-id-type="publisher-id">00004</article-id>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Article</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification?</article-title>
				<trans-title-group xml:lang="pt">
					<trans-title>O Virtual Encontra o Real no Mundo dos Esportes: Existe um Efeito Circular na Identificação do Fã entre Esportes Tradicionais e Esportes Eletrônicos?</trans-title>
				</trans-title-group>
			</title-group>
			<contrib-group>
				<contrib contrib-type="author">
					<contrib-id contrib-id-type="orcid">0000-0003-2196-7512</contrib-id>
					<name>
						<surname>Cardoso</surname>
						<given-names>Andre Ferreira Gavinho</given-names>
					</name>
					<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
                    <role>data curation</role>
                    <role>formal analysis</role>
                    <role>investigation</role>
                    <role>project administration</role>
                    <role>resources</role>
                    <role>software</role>
                    <role>visualization</role>
                    <role>validation</role>
                    <role>writing – review &amp; editing</role>
				</contrib>
				<contrib contrib-type="author">
					<contrib-id contrib-id-type="orcid">0000-0002-4433-0787</contrib-id>
					<name>
						<surname>Almeida</surname>
						<given-names>Victor Manoel Cunha de</given-names>
					</name>
					<xref ref-type="aff" rid="aff1b"><sup>1</sup></xref>
                    <role>conceptualization</role>
                    <role>methodology</role>
                    <role>project administration</role>
                    <role>supervision</role>
                    <role>validation</role>
                    <role>writing – review &amp; editing</role>
				</contrib>
			</contrib-group>
				<aff id="aff1">
					<label>1</label>
					<institution content-type="original">Universidade Federal do Rio de Janeiro, Rio de Janeiro, RJ, Brazil</institution>
					<institution content-type="normalized">Universidade Federal do Rio de Janeiro</institution>
					<institution content-type="orgname">Universidade Federal do Rio de Janeiro</institution>
					<addr-line>
						<named-content content-type="city">Rio de Janeiro</named-content>
						<named-content content-type="state">RJ</named-content>
					</addr-line>
					<country country="BR">Brazil</country>
					<email>andre.gavinho@ufrj.br</email>
				</aff>
				<aff id="aff1b">
					<label>1</label>
					<institution content-type="original">Universidade Federal do Rio de Janeiro, Rio de Janeiro, RJ, Brazil</institution>
					<institution content-type="normalized">Universidade Federal do Rio de Janeiro</institution>
					<institution content-type="orgname">Universidade Federal do Rio de Janeiro</institution>
					<addr-line>
						<named-content content-type="city">Rio de Janeiro</named-content>
						<named-content content-type="state">RJ</named-content>
					</addr-line>
					<country country="BR">Brazil</country>
					<email>valmeida@coppead.ufrj.br</email>
				</aff>
			<author-notes>
				<corresp id="c1">
					<email>valmeida@coppead.ufrj.br</email>
				</corresp>
				<fn fn-type="con" id="fn1">
					<label>AUTHOR’S CONTRIBUTION</label>
					<p> AFGC: Data curation, formal analysis, investigation, project administration, resources, software, visualization, discussion of results and writing and analysis of the manuscript, and final revision of the manuscript for submission. VMCA: Conceptualization, methodology, project administration, supervision, validation, discussion of results, analysis of the manuscript, and final revision of the manuscript for submission.</p>
				</fn>
				<fn fn-type="conflict" id="fn2">
					<label>2</label>
					<p> The Authors are not aware of any conflict of interest in regards to this article.</p>
				</fn>
			</author-notes>
			<!--<pub-date date-type="pub" publication-format="electronic">
				<day>30</day>
				<month>04</month>
				<year>2023</year>
			</pub-date>
			<pub-date date-type="collection" publication-format="electronic">-->
			<pub-date pub-type="epub-ppub">
				<season>Mar-Apr</season>
				<year>2023</year>
			</pub-date>
			<volume>20</volume>
			<issue>2</issue>
			<fpage>176</fpage>
			<lpage>195</lpage>
			<history>
				<date date-type="received">
					<day>22</day>
					<month>06</month>
					<year>2021</year>
				</date>
				<date date-type="rev-recd">
					<day>02</day>
					<month>09</month>
					<year>2022</year>
				</date>
				<date date-type="accepted">
					<day>28</day>
					<month>04</month>
					<year>2022</year>
				</date>
				<date date-type="pub">
					<day>19</day>
					<month>12</month>
					<year>2022</year>
				</date>
			</history>
			<permissions>
				<license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/" xml:lang="en">
					<license-p>This is an open-access article distributed under the terms of the Creative Commons Attribution License</license-p>
				</license>
			</permissions>
			<abstract>
				<title>Abstract</title>
				<p>This study was designed to investigate the influence of eSports fan identification on traditional sports teams and vice-versa, specifically in cases where there is an intersection of soccer teams and the eSports world. The Points of Attachment Index was applied with the theoretical background used mainly being the Social Identity Theory (Tajfel &amp; Turner, 1979). Four substantive hypotheses were translated into a conceptual model. Surveys were collected during eSports events in the city of Rio de Janeiro in 2019. Valid questionnaires collected reached 1,420. Data analysis was completed by applying descriptive analysis, exploratory factor analysis, and confirmatory factor analysis, to verify the reliability of the constructs, as well as the convergent and discriminant validity. The Structural Equation Modeling technique was used to test the substantive hypotheses. The empirical outcomes suggest that the identification of a fan with a soccer club exerts a positive influence on the identification of the fan with the club’s eSports team, but the opposite cannot be stated.</p>
			</abstract>
			<trans-abstract xml:lang="pt">
				<title>Resumo</title>
				<p>O estudo foi desenhado para investigar a influência da identificação do fã de eSports em times esportivos tradicionais e vice-versa, especificamente nos casos em que há uma interseção de times de futebol e o mundo dos eSports. A escala PAI (<italic>Points of Attachment Index</italic>) foi aplicada, utilizando-se a Teoria da Identidade Social (Tajfel &amp; Turner, 1979) como principal referencial teórico. Quatro hipóteses substantivas foram traduzidas em um modelo conceitual. Os dados da pesquisa foram coletados durante eventos de eSports na cidade do Rio de Janeiro no ano de 2019. Os questionários válidos coletados chegaram a 1.420. A análise dos dados foi concluída por meio de análise descritiva, análise fatorial exploratória e análise fatorial confirmatória para verificar a confiabilidade dos construtos, bem como a sua validade convergente e discriminante. A técnica de Modelagem de Equações Estruturais foi utilizada para testar as hipóteses substantivas. Os resultados empíricos sugerem que a identificação do fã com um clube de futebol exerce influência positiva na identificação do fã com o time de eSports do mesmo clube, mas não se pode afirmar o contrário.</p>
</trans-abstract>
			<kwd-group xml:lang="en">
				<title>Keywords:</title>
				<kwd>Sports</kwd>
				<kwd>Sponsorship</kwd>
				<kwd>Esports</kwd>
				<kwd>Soccer</kwd>
				<kwd>Fan Identification</kwd>
			</kwd-group>
			<kwd-group xml:lang="pt">
				<title>Palavras-Chave:</title>
				<kwd>Esportes</kwd>
				<kwd>Patrocínio</kwd>
				<kwd>Esports</kwd>
				<kwd>Futebol</kwd>
				<kwd>Identificacão do Fã</kwd>
			</kwd-group>
			<counts>
				<fig-count count="2"/>
				<table-count count="4"/>
				<equation-count count="0"/>
				<ref-count count="63"/>
				<page-count count="20"/>
			</counts>
		</article-meta>
	</front>
	<body>
		<sec sec-type="intro">
			<title>1. Introduction &amp; Objectives</title>
			<p>The emergence of eSports as an industry factor in youth culture is quite often described as an omnipresent cultural phenomenon of worldwide importance. Currently, an increasing number of people recognize eSports as large gaming events where millions of spectators watch thousands of people play over various online streaming channels (<xref ref-type="bibr" rid="B7">Borowy, 2012</xref>). In the most recent years, the growth in eSports spectatorship and player engagement has raised eSports into the mainstream culture, legitimating the matches to the level of professional sports, with a substantial global audience and engagement (Goldman <xref ref-type="bibr" rid="B20">Sachs, 2018</xref>).</p>
			<p>The outlook for the eSports market is impressive. Global eSports revenues are expected to grow to US$ 1.38 billion in 2022, a year-on-year growth of 16.4%. Moreover, revenues are expected to reach US$ 1.87 billion by 2025. China is responsible for the largest share of the global revenues, generating nearly a third of the total revenue. Southeast Asia, Central Southern Asia, and Latin America are the fastest-growing regions with 2020-2025 compound annual growth rate of 27.6%, 23.4%, and 19%, respectively. In 2022, sponsorship is the highest-grossing global revenue stream related to eSports, which is expected to generate US$ 837.3 million, or nearly 60% of the entire market. Audience from eSports is expected to reach approximately 532 million people globally in 2022, an increase of 22.1% compared with 2020. In addition, the audience is expected to reach 640.8 million people by 2025. In 2022, 2.47 billion people will be aware of eSports worldwide (<xref ref-type="bibr" rid="B39">Newzoo, 2022</xref>).</p>
			<p>As a consequence of the large volume of financial resources handled by eSports, and the growing sponsorship of non-endemic brands within the electronic sports industry, the amount of research on eSports in the academic management and marketing research fields is growing. Another point that reinforces the necessity of further research on eSports is the increasing trend of sports clubs that embrace eSports (<xref ref-type="bibr" rid="B5">Bento, 2019</xref>). In this regard, it becomes a natural requirement to examine and understand better the reasons why the audience enjoys the eSports genre as a spectatative, engaging, activity. </p>
			<p>With these two aspects in mind, this study aims to use the Social Identity Theory (SIT) to understand the identification of fans with their club when there is such intersection of soccer teams and the eSports world, specifically when creating a team for competing in eSports. The SIT was developed by <xref ref-type="bibr" rid="B51">Tajfel and Turner throughout the 1970</xref>s, having been consolidated in 1979 as An Integrative Theory of Intergroup conflict (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). The social identity approach contributes to the understanding of belonging and identification with a sport or sports team since the individuals are intrinsically motivated to seek positive distinction (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>) and are prone to identify and sort themselves and others within social categories, such as membership in organizations, religious affiliations and age groups (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>).</p>
			<p>From a eSports perspective, most of studies addressing eSports fan behavior is related to eSports spectatorship motivation (<xref ref-type="bibr" rid="B42">Pizzo, et al., 2018</xref>; <xref ref-type="bibr" rid="B25">Hamari &amp; Sjöblom, 2017</xref>; <xref ref-type="bibr" rid="B49">Sjöblom et al., 2017</xref>; <xref ref-type="bibr" rid="B33">Lee et al., 2014</xref>; <xref ref-type="bibr" rid="B32">Lee &amp; Schoenstedt, 2011</xref>) and only recently are scholars looking for other kinds of reasons for spectatorship (<xref ref-type="bibr" rid="B44">Qian et al., 2019</xref>; <xref ref-type="bibr" rid="B11">Choi, 2019</xref>). The necessity to understand the eSports fan behavior from an identification standpoint is imperative to contribute to the literature about eSports and Social Identity Theory.</p>
			<p>Ultimately, this study aims to answer the following general research question: Can fan identification with traditional sports positively influence fan identification with eSports for the same sports club, and vice-versa? </p>
		</sec>
		<sec>
			<title>2. Theoretical Background</title>
			<sec>
				<title>2.1. The Social Identity Theory</title>
				<p>The Social Identity Theory (SIT) was developed by <xref ref-type="bibr" rid="B51">Tajfel and Turner throughout the 1970</xref>s, from the results of various experiments conducted with small groups of individuals (<xref ref-type="bibr" rid="B51">Tajfel, 1970</xref>; <xref ref-type="bibr" rid="B54">Tajfel et al., 1971</xref>; <xref ref-type="bibr" rid="B52">Tajfel, 1974</xref>) and was consolidated in 1979 as An Integrative Theory of Intergroup Conflict (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Tajfel arrived at the social identity concept in a study from 1972. The concept has been defined as an individual’s sense of self identification based on relations with other individuals he or she normally engage with and groups of people he or she might be a member of (or even dislike). The SIT comprises three mental processes: (i) social categorization, (ii) social identification, and (iii) social comparison, which are the base for the in-group/out-group classifications (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>; <xref ref-type="bibr" rid="B53">Tajfel, 1982</xref>).</p>
				<p>The first process is the social categorization and by this process individuals are organized into social groups in order to understand their social world, thus enabling to classify individuals based on the groups to which they belong. It is typical, at least in a first moment, to overlook individual characteristics, and classify persons by looking at their social groups (<xref ref-type="bibr" rid="B54">Tajfel et al., 1971</xref>; <xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). According to SIT, social categorization has two functions: to simplify the organization of the social context for the individual, which is usually done with the help of stereotypes associated with belonging to each social category, and to extract a sense of self-worth by finding “his or her place” in society through a sense of belonging to that category. </p>
				<p>The second process, social identification, considers those aspects of individuals’ self-concept that they derive from the social categories or groups of which they feel a part and is based on three premises (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). First, people will attempt very strongly to keep or improve their own self-esteem, thus always seeking to uphold a positive self-concept. Second, social groups are associated with positive or negative value connotations, positive or negative social identity, according to the evaluations of the groups that contribute to the social identity of the individual. Third, an individual’s assessment of a group to which he or she feels a part is determined related to other comparison groups in some comparable dimension or attribute. Positive discrepancies result in high prestige and status, while negative discrepancies result in low prestige (<xref ref-type="bibr" rid="B56">Tajfel &amp; Turner, 1986</xref>).</p>
				<p>The third and last process from Social Identity Theory is the social comparison, where individuals compare their own group with other groups. This comparison is mainly associated with the assessment of the levels of prestige and social standing from each group against each other. To maintain a higher self-esteem, the individual strives to perceive his or her in-group as a better group than the out-group, in terms of prestige and social standing (<xref ref-type="bibr" rid="B59">Vinney, 2019</xref>). The Social Identity Theory considers social status not as a resource or commodity, but as the specific result of a comparison process among groups by individuals. Social status reflects the relative position of one group in relation to other comparison groups. The individual who identifies with a group often seeks to make favorable comparisons in order to realize the relative superiority of the group of which he or she feels a part of in relation to others, and thus acquire a positive social identity (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>; <xref ref-type="bibr" rid="B58">Turner, 1985</xref>). </p>
			</sec>
			<sec>
				<title>2.2. Social Identity Theory and Traditional Sports Fans</title>
				<p>The Social Identity Theory is one of the most important theories in the area of Sports Marketing as it articulates important concepts such as identification, self-esteem, self-concept, and their influence on the behavior of individuals. Identification with sports is a specific instance of social identification where the individual feels a connection with a particular sport or team. The social identity approach contributes toward understanding this identification with a sport or team, since the individual is intrinsically motivated to accomplish or uphold a positive social identity, which is, to a large extent, based on group comparisons between the individual´s in-group and out-groups (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>) with people tending to classify themselves and others within other social categories such as membership of organizations, religious affiliations, and age groups (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>).</p>
				<p>The positive association that fans create with their team is a type of in-group favoritism that helps individuals to uphold a positive social identity by being associated with a group that has importance and meaning to them (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). In the case of sports fans, identification with a particular group provides strengthening self-esteem through the pursuit of a positive distinction by emphasizing the positive aspects of the identification group and minimizing or belittling the negative aspects of that group (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>). Thus, in addition to the benefits of self-esteem, fan identity, like any group identity, is beneficial to the individual by providing a sense of community and of becoming a member of a conglomeration, forming a collective identity and providing the individual with a sense of belonging to a group (<xref ref-type="bibr" rid="B27">Jacobson, 2003</xref>).</p>
				<p>Nevertheless, <xref ref-type="bibr" rid="B57">Trail et al. (2003</xref>) and <xref ref-type="bibr" rid="B45">Robinson and Trail (2005</xref>) noted that attachment to a sports team is just one of several possible points of attachment for fans in the sports context. From a study that investigated the relationship between sports fan motivation and the various links with sports, <xref ref-type="bibr" rid="B57">Trail et al. (2003)</xref>identified 7 possible links: team, sport, players, coach, community, university, and sport level (professional, amateur, and college), originating the Points of Attachment Index (PAI). <xref ref-type="bibr" rid="B45">Robinson and Trail (2005)</xref> reinforced the fact that fans are attached not only to the team, but also to the community, the university, the hometown, the sport, players, and coaches.</p>
			</sec>
			<sec>
				<title>2.3. eSports and eSports Fans</title>
				<p>The eSports concept is described as an area of sport activities in which players develop and train mental or physical abilities in the use of information and communication technologies (<xref ref-type="bibr" rid="B60">Wagner, 2006</xref>). In addition, different from traditional video-games where the player plays for the story (<xref ref-type="bibr" rid="B10">Buchanan‐Oliver &amp; Seo, 2012</xref>) or as a hobby to relax from daily stressful routines (<xref ref-type="bibr" rid="B36">Molesworth, 2009</xref>), eSports are essentially played as a form of competition against other players and other groups of fans (<xref ref-type="bibr" rid="B48">Seo, 2013</xref>). With its rapid growth, the eSports industry has attracted the attention of a younger audience and, with its innovative way of approaching virtual tournaments, represents competition for traditional competitions and sports (<xref ref-type="bibr" rid="B41">Peša et al., 2017</xref>). </p>
				<p>Despite the controversy about its comparison with traditional sports, eSports have come to imitate its assumed archetype. The eSports also counts with defined leagues, live broadcasts (mainly via streaming), collegiate programs, and growing doping controls, similar to the current professional organization of traditional sports (<xref ref-type="bibr" rid="B28">Karhulahti, 2017</xref>). An additional important feature of eSports is the importance of communication and interaction tools to demonstrate the connection of fans with teams in terms of importance and meaning, which is achieved by using approaches similar to traditional sports such as symbols, signs, and rituals (<xref ref-type="bibr" rid="B1">Adamus, 2012</xref>). Like traditional sports, it all starts with unstructured competitions, which, in due time, change into well thought out tournaments involving sponsors, spectators (in person and virtually), and attention from the media. One of the main factors for the development and success of the eSports, is the emergence of gaming teams, or clans (names vary from game to game) and the existence of sponsors willing to be associated with these teams or clans (<xref ref-type="bibr" rid="B41">Peša et al., 2017</xref>). With so much attention on eSports by millennial spectators, eSports presents an exciting opportunity for sponsors. Millennials are young, affluent, globalized, technologically driven, but increasingly challenging for brands to engage with from a traditional sense of the word (<xref ref-type="bibr" rid="B16">Deller &amp; Thew, 2017</xref>).</p>
				<p>Traditional sport fans and eSports fans have comparable sport consumption motives, nevertheless fans from each type of event have displayed different motives for predicting game attendance frequency (<xref ref-type="bibr" rid="B42">Pizzo, et al., 2018</xref>). As in the case of traditional sport fans, eSports fans may be seeking social gathering moments, seizing opportunities to watch their preferred teams and players perform, and to be a part of a generally exciting experience (<xref ref-type="bibr" rid="B18">Eventbrite, 2015</xref>). As in traditional sports, big-name professional players are a beacon for attracting fans to the venues (<xref ref-type="bibr" rid="B34">Lucifora &amp; Simmons, 2003</xref>), and results show that eSports fan also appreciate seeing in action the best names of the eSports scene, as an appreciation for their talent (<xref ref-type="bibr" rid="B42">Pizzo, et al., 2018</xref>). Other previous researches have also contributed to identifying a logical equivalence between eSports and traditional sports which allow different disciplines studies to use this equivalence in order to further analyze this emerging field of activity (<xref ref-type="bibr" rid="B12">Cunningham, et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). </p>
			</sec>
		</sec>
		<sec>
			<title>3. Hypotheses and a Conceptual Model</title>
			<sec>
				<title>3.1. The influence of fan identification with a traditional sport on the fan identification with a sport team</title>
				<p>Through social categorization, individuals give emphasis on the similarities with in-group individuals and the differences between out-group individuals (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Social identification can explain the need for reinforcement of self-esteem, which occurs through belonging to a group that has values and meaning praised by the individual (in-group), when compared to out-groups (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>). Consequently, their self-esteem as an individual suffers influence from the status of the in-group when compared to out-groups (<xref ref-type="bibr" rid="B52">Tajfel, 1974</xref>; <xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Thus, individuals are prone to reinforce their own self-esteem by accentuating positive (and often minimizing negative) characteristics of the in-group (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>).</p>
				<p>From a sports marketing perspective, many studies have been using the framework of Social Identity Theory to better contextualize fan identification in terms of sport type (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>), sport event (<xref ref-type="bibr" rid="B15">Deitz et al., 2012</xref>), sport teams (<xref ref-type="bibr" rid="B22">Gwinner et al., 2009</xref>; <xref ref-type="bibr" rid="B14">Davies et al., 2006</xref>; <xref ref-type="bibr" rid="B50">Sutton et al., 1997</xref>; <xref ref-type="bibr" rid="B62">Wann &amp; Branscombe, 1993</xref>). The need to affiliate is an underlying motive for fans to follow a sport or a team, or attending a public event (<xref ref-type="bibr" rid="B31">Lee &amp; Armstrong, 2008</xref>; <xref ref-type="bibr" rid="B63">Wann et al., 2008</xref>), so, in that sense, it is expected that the fan identification with soccer positively affects the identification with a soccer team.</p>
				<p>
					<list list-type="bullet">
						<list-item>
							<p>H1: Fan identification with a traditional sport positively influences the fan identification with a sport team.</p>
						</list-item>
					</list>
				</p>
			</sec>
			<sec>
				<title>3.2. The influence of fan identification with an eSport on the fan identification with an eSports team.</title>
				<p>Like hypothesis H1, it is expected that fan identification with electronic sports positively affects their identification with an eSports team. The same aspects of social categorization, social identification, and social comparison can also be applied, which are analog to H1. Other previous studies have contributed to identifying a logical equivalence between eSports and traditional sports, making it possible to use traditional sports scales in eSports (<xref ref-type="bibr" rid="B12">Cunningham, et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). In that sense, it is expected that fan identification with electronic sports positively affects their identification with an eSports team.</p>
				<p>
					<list list-type="bullet">
						<list-item>
							<p>H2: Fan identification with an eSport positively influences fan identification with an eSports team.</p>
						</list-item>
					</list>
				</p>
			</sec>
			<sec>
				<title>3.3. The influence of fan identification with a traditional sport team on the fan identification with the same club´s eSports team</title>
				<p>Social identification, a component of SIT, is understood as the individual’s self-concept that is heavily influenced from the in-groups her or she identify with (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>), while identification with the team refers to the individuals’ connection with the team (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>). Social identification helps to explain why individuals become emotionally invested in their in-group, and how their self-esteem is impacted when comparing with out-groups (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). If individuals believe that their team is perceived as superior to others in terms of status, they build attitudes and behaviors to strengthen their association with the team (<xref ref-type="bibr" rid="B38">Murrell &amp; Dietz, 1992</xref>). Fans who are strongly identified with teams have emotional ties to sports organizations (<xref ref-type="bibr" rid="B50">Sutton et al., 1997</xref>), fostering these sports organizations as a central piece of their identity as individuals (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>). Moreover, identifying a fan with the team can even transcend a taste for sports with identification with the sport and identification with the team being separate components of the individual’s self-concept (<xref ref-type="bibr" rid="B61">Wann, 2002</xref>). </p>
				<p>Other previous researches have contributed to identify a logical equivalence between eSports and traditional sports, making it possible to use traditional sports scales in eSports (<xref ref-type="bibr" rid="B12">Cunningham, et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). In that sense it is expected that fan identification with a traditional sport team positively affects the identification with an eSports team.</p>
				<p>
					<list list-type="bullet">
						<list-item>
							<p>H3: Fan identification with a traditional sport team positively influences fan identification with the same club´s eSports team.</p>
						</list-item>
					</list>
				</p>
			</sec>
			<sec>
				<title>3.4. The influence of fan identification with an eSports team on fan identification with the same club´s traditional sport team</title>
				<p>Like hypothesis H3, it is expected that fan identification with an eSports team positively affects identification with a traditional sports team.</p>
				<p>
					<list list-type="bullet">
						<list-item>
							<p>H4: Fan identification with an eSports team positively influences fan identification with the same club´s traditional sport team.</p>
						</list-item>
					</list>
				</p>
				<p>
					<xref ref-type="fig" rid="f1">Figure 1</xref> displays the designed conceptual model with the study´s hypotheses. </p>
				<p>
					<fig id="f1">
						<label><italic>Figure 1.</italic></label>
						<caption>
							<title>Conceptual model.</title>
						</caption>
						<graphic xlink:href="1808-2386-bbr-20-02-176-gf1.jpg"/>
						<attrib><italic>Source:</italic> Own Elaboration.</attrib>
					</fig>
				</p>
			</sec>
		</sec>
		<sec sec-type="methods">
			<title>4. Methodology</title>
			<p>Firstly, it was decided to study the influence of fan identification in the context of a sports club with presence both in soccer, a very traditional sport in Brazil, as well as in eSports. Flamengo is a Brazilian multi-sport organization with a team in soccer as well as one in League of Legends, also known as LoL (<xref ref-type="bibr" rid="B43">Puiati, 2019</xref>). Founded on November 15, 1895, in Rio de Janeiro, Clube de Regatas do Flamengo is undoubtedly one of the biggest names in Brazilian sports. Present in 12 modalities besides soccer, the team has more than 32.5 million fans across the entire country, besides being the club with the highest turnover in Brazil with a revenue of R$ 648 million in 2017 (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>). Recent surveys have shown that Flamengo is the soccer team with the biggest fan base in Brazil, with a fifth of adult Brazilians (20%) spontaneously declaring cheering for the team. Next is Corinthians with 14%, São Paulo with 8%, Palmeiras with 6%, Vasco with 4%, Cruzeiro with 4%, Grêmio with 4%, Santos with 3%, and Internacional with 3%, among other less prominent teams (<xref ref-type="bibr" rid="B13">Datafolha, 2019</xref>). As this study aims to elaborate on the contribution of Flamengo’s fan identification with the popular club, this choice delimited the data collection area to Rio de Janeiro where a relevant part of Flamengo´s fan base is located. </p>
			<p>Secondly, the modalities chosen for the study are the two of the most popular modalities in sports and eSports: soccer and League of Legends respectively. Soccer is the most traditional sports in the world while LoL is a competitive Multiplayer Online Battle Arena (MOBA) game that mixes the speed and intensity of a Real Time Strategy (RTS) game with Role-Playing Game (RPG) elements. In LoL, two teams composed of characters created specifically for the game with unique design and style, called champions, fight on various virtual battlefields and game modes. With a continuous expanding cast of characters, regular updates, and an active competitive scene, League of Legends is a source of fun and challenge for players (<xref ref-type="bibr" rid="B30">League of Legends Brasil, 2019</xref>). The competitive landscape of League of Legends is one of the most consolidated in the eSports world both in Brazil and internationally. With two world events per year and 14 regional leagues organized by game developer Riot Games, the closed circuit promotes stability for investment as the participating teams are pre-defined and continue in the league for an entire season (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>). The fact that Flamengo is present in these two popular games was a key factor for setting the scope of the study. </p>
			<p>Thirdly, the option was made to analyze the perspective of in-person spectators of eSports events, which are not so common in the city of Rio de Janeiro, by using a survey. Finally, the occasions elected for the data collection were the Game XP 2019 event and the 2019 CBLoL Finals, the Brazilian championship tournament for League of Legends.</p>
			<sec>
				<title>4.1. Design and Procedures</title>
				<p>The conceptual model proposed in this study consists of two types of variables: exogenous variables and endogenous variables. The exogenous variables of the study are identification with traditional sports, in this case soccer (IwS), identification with eSports, in this case League of Legends (IwLoL), with the endogenous variables being fan identification with the traditional sport team (Flamengo in Soccer or IwFS) and fan identification with the same club´s eSports team (Flamengo eSports or IwFeS). </p>
				<p>Four constructs were operationalized: (a) identification with a traditional sport, (b) identification with a traditional sports team, (c) identification with eSports and (d) identification with an eSports team. The operationalization of the variables was performed favoring the use of a pre-existing scale that has been previously tested in the sports context and in Brazil. All items of the scale used were measured using 7-point Likert scales. To operationalize identification with the sport and the team, the PAI scale (<xref ref-type="bibr" rid="B45">Robinson &amp; Trail, 2005</xref>; <xref ref-type="bibr" rid="B57">Trail et al., 2003</xref>) was used. The PAI dimensions used were sport and team, both used twice. The sport dimension was used for soccer and LoL, while the team dimension was used for Flamengo in soccer and Flamengo eSports, which is focused on LoL. The PAI has already been used in Brazil by <xref ref-type="bibr" rid="B46">Rocha and Fleury (2017</xref>), <xref ref-type="bibr" rid="B3">Amorim and Almeida (2015</xref>), and Rocha and Fink (<xref ref-type="bibr" rid="B47">2015</xref>) for the team dimension. For the sport dimension, a review proposed by <xref ref-type="bibr" rid="B9">Braunstein et al. (2011</xref>) on the original PAI was used.</p>
				<p>The pre-tested questionnaires were applied around the entrance of the Game XP 2019 event, which took place at the Rio de Janeiro Olympic Park from June 25<sup>th</sup> to June 28<sup>th</sup>, 2019, and the 2019 CBLoL Finals that took place at the Jeunesse Arena in Rio de Janeiro on September 7<sup>th</sup>, 2019. A total of 1,000 questionnaires were collected during the 4 days of the Game XP event and 440 questionnaires were collected at the CBLoL, resulting in a total of 1,440 questionnaires collected. </p>
				<p>Exploratory Factor Analysis (EFA) was executed with the software SPSS Statistics (subscription version). The Principal Component method with Oblimin Rotation Factor was used for the extraction. The methodology proposed by <xref ref-type="bibr" rid="B23">Hair et al. (2010</xref>) was followed to deploy the Measurement Systems Analysis (MSA) to run an EFA fit analysis. The Confirmatory Factor Analysis (CFA) was achieved through AMOS software version 26. The multinormality of the variables was assessed, item-by-item, according to an independent kurtosis and multivariate kurtosis. Given the fact the authors were not able to assume the multinormality of the data, the choice was to use CFA with an Asymptotic Distribution-Free (ADF) method, which does not set a normal distribution of the data premise (<xref ref-type="bibr" rid="B29">Kline, 2005</xref>). The measurement models for each of the scales were appraised using the subsequent fit quality indices: χ2, χ2/gl, GFI (Goodness of Fit), RMSEA (Root Mean Square Error of Approximation), PCLOSE (p of Close Fit), and CFI (Comparative Fit Index). The Construct Reliability (CR) indicator was used to evaluate the construct reliability. Convergent validity was verified for each construct by examining the standardized coefficient of each item and the Average Variance Extracted (AVE) of each construct. Discriminant validity was verified by comparing the square of the correlation between the constructs with the AVE of each construct.</p>
				<p>Estimation of dependent relationships, latent variables, and measurement error was enabled by the use of Structural Equation Modeling (SEM) to perform a substantive hypothesis test. The authors also examined conceptual model hypothesized paths, to test the hypotheses. The model proposed is non-recursive model, i.e., when there is a feedback effect or reciprocal causality since there are reciprocal paths between two endogenous variables in the model (<xref ref-type="bibr" rid="B8">Bowen &amp; Guo, 2011</xref>). As in non-recursive models, identification problems may appear more frequently than in recursive models, making the identification more difficult to assess only by visual inspection and use of simple rules (<xref ref-type="bibr" rid="B6">Blunch, 2013</xref>), hence, to ensure identification in these cases the authors tested the model in order to check if it was able to satisfy the order condition and the rank condition (<xref ref-type="bibr" rid="B29">Kline, 2005</xref>).</p>
			</sec>
		</sec>
		<sec sec-type="results|discussion">
			<title>5. Results and Discussion</title>
			<p>Out of the 1,440 questionnaires collected, 20 were eliminated as a result of the identification of missing answers or errors during the filling process, providing a final number of 1,420 valid questionnaires, which, 1,255 were answered by men (88%) and 165 were answered by women (12%). Of the total respondents, 1,327 (93%) declared that they were supporters of Flamengo in soccer before starting to follow Flamengo in eSports (See <xref ref-type="table" rid="t1">Table 1</xref>). Considering the greater popularity of soccer and LoL among the male audience, and despite the unavailability of official data that confirms the frequency of these audiences in the events studied, it is possible to consider the reported gender imbalance as a reflection of the frequency observed for the events. </p>
			<p>
				<table-wrap id="t1">
					<label>Table 1</label>
					<caption>
						<title><italic>Sample Profile</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col/>
							<col/>
						</colgroup>
						<thead>
							<tr>
								<th align="left">Item</th>
								<th align="left">Number</th>
								<th align="left">%</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left">Respondents</td>
								<td align="left">1,420</td>
								<td align="left">100%</td>
							</tr>
							<tr>
								<td align="left">Male</td>
								<td align="left">1,255</td>
								<td align="left">88%</td>
							</tr>
							<tr>
								<td align="left">Female</td>
								<td align="left">165</td>
								<td align="left">12%</td>
							</tr>
							<tr>
								<td align="left">Was already a supporter of Flamengo in soccer before starting to follow Flamengo in eSports</td>
								<td align="left">1,327</td>
								<td align="left">93%</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN1">
							<p><italic>Source:</italic> Own elaboration.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>The scales used endured an initial Exploratory Factor Analysis with the resulting matrix revealing that instead of the generation of four factors, as the literature on the used scales suggests, only three factors were generated in the exercise. The explained variance of this initial run was 77.7%. A cross-loading was identified between IwFS and IwFeS dimensions, causing a new round of exploratory factor analysis to be performed. In the second run, the number of factors were fixed at 4, with the items’ explained variance increasing to 84.3%. In this EFA, factor loading scores for all items were superior to 0.50 with no identified overlap among factors and no identified cross-loadings. The items of each one of the scales generated one single factor, an indication of that the extent of common method variance is limited. </p>
			<p>A CFA was used to confirm the measurement model. To decide the estimation technique to be used, histograms of all variables were generated and an analysis of kurtosis and multivariate kurtosis indicators (item-by-item) was performed. The CR obtained in the analysis was 74.5, which did not allow to support the multinormality of the data, therefore the ADF technique was the best alternative for performing the CFA. The number of estimated parameters was 30, which means that with a sample of 1,420 cases, there are 47.33 cases per parameter. </p>
			<p>The Chi-square, normalized Chi-square, GFI, CFI, RMSEA, and PCLOSE fit indicators were analyzed. GFI and CFI were in line with expectation and divergences in the parameters p-value, normalized Chi-square, RMSEA, and PCLOSE were marginal (<xref ref-type="table" rid="t2">Table 2</xref>). It was concluded that this model with correlated errors shows adequate fit to the underlying data structure.</p>
			<p>
				<table-wrap id="t2">
					<label>Table 2 </label>
					<caption>
						<title><italic>Structural Model Fit Summary (Game XP and CBLoL combined)</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col/>
							<col/>
							<col/>
							<col/>
							<col/>
							<col/>
							<col/>
						</colgroup>
						<thead>
							<tr>
								<th align="left">Fit Indicators</th>
								<th align="left">χ2</th>
								<th align="left">p-value</th>
								<th align="left">χ2/df</th>
								<th align="left">GFI</th>
								<th align="left">CFI</th>
								<th align="left">RMSEA</th>
								<th align="left">PCLOSE</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left">Structural Model</td>
								<td align="left">227.129</td>
								<td align="left">0.000<sup>a</sup></td>
								<td align="left">4.732<sup>a</sup></td>
								<td align="left">0.971</td>
								<td align="left">0.956</td>
								<td align="left">0.051<sup>a</sup></td>
								<td align="left">0.364<sup>a</sup></td>
							</tr>
							<tr>
								<td align="left">Suggested limits</td>
								<td align="left">&lt; possible</td>
								<td align="left">&gt; 0.05</td>
								<td align="left">&lt; 3.0</td>
								<td align="left">&gt; 0.9</td>
								<td align="left">&gt; 0.9</td>
								<td align="left">&lt; 0.05</td>
								<td align="left">&gt; 0.5</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN2">
							<p><italic>Note:</italic> 
 <sup>a</sup> Parameter outside expected limits.</p>
						</fn>
						<fn id="TFN3">
							<p><italic>Source:</italic> Own elaboration.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>The reliability of the model’s constructs was verified using the CR indicator. All constructs in the model showed values greater than 0.875, which suggests the reliability of the constructs. The standardized coefficients of the items of the measurement model scale generated by the CFA were analyzed to verify the convergent validity. All items showed satisfactory convergent validity, above 0.60. The AVE, greater than 0.50, suggests adequate convergence for all items (<xref ref-type="table" rid="t3">Table 3</xref>).</p>
			<p>The discriminant validity was then analyzed by observing the correlation coefficients between the constructs (upper part of diagonal in <xref ref-type="table" rid="t3">Table 3</xref>), which do not exceed the 0.85 limit. Additionally, the square of the correlation between the constructs is always lower than the AVE of each construct (lower part of diagonal in <xref ref-type="table" rid="t3">Table 3</xref>), therefore supporting the discriminant validity.</p>
			<p>
				<table-wrap id="t3">
					<label>Table 3 </label>
					<caption>
						<title><italic>Confirmatory Factor Analysis</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col span="5"/>
						</colgroup>
						<thead>
							<tr>
								<th align="center" colspan="5">Confirmatory Factor Analysis | Asymptotically Distribution-free Estimates </th>
							</tr>
                            <tr>
								<th align="center" colspan="5">Points of Attachment Index (PAI) </th>
							</tr>
                            <tr>
								<th align="left"> </th>
								<th align="left">Identification with Sport (Soccer)</th>
								<th align="left">Identification with Team (Flamengo)</th>
								<th align="left">Identification with eSport (LoL)</th>
								<th align="left">Identification with Team (Flamengo eSports)</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left">Variable</td>
								<td align="left">CR = 0.922</td>
								<td align="left">CR = 0.896</td>
								<td align="left">CR = 0.966</td>
								<td align="left">CR = 0.876</td>
							</tr>
							<tr>
								<td align="left">IwS1</td>
								<td align="left">0.931</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwS2</td>
								<td align="left">0.875</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwS3</td>
								<td align="left">0.874</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwFS1</td>
								<td align="left"> </td>
								<td align="left">0.808</td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwFS2</td>
								<td align="left"> </td>
								<td align="left">0.826</td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwFS3</td>
								<td align="left"> </td>
								<td align="left">0.945</td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwLoL1</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left">0.954</td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwLoL2</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left">0.941</td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwLoL3</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left">0.957</td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left">IwFeS1</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left">0.793</td>
							</tr>
							<tr>
								<td align="left">IwFeS2</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left">0.791</td>
							</tr>
							<tr>
								<td align="left">IwFeS3</td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left">0.925</td>
							</tr>
							<tr>
								<td align="left">IwS</td>
								<td align="left"><bold>0.799</bold></td>
								<td align="left">0.695</td>
								<td align="left">-0.194</td>
								<td align="left">0.136</td>
							</tr>
							<tr>
								<td align="left">IwFS</td>
								<td align="left">0.483</td>
								<td align="left"><bold>0.743</bold></td>
								<td align="left">-0.120</td>
								<td align="left">0.293</td>
							</tr>
							<tr>
								<td align="left">IwLoL</td>
								<td align="left">0.038</td>
								<td align="left">0.014</td>
								<td align="left"><bold>0.904</bold></td>
								<td align="left">0.617</td>
							</tr>
							<tr>
								<td align="left">IwFeS</td>
								<td align="left">0.018</td>
								<td align="left">0.086</td>
								<td align="left">0.381</td>
								<td align="left"><bold>0.703</bold></td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN4">
							<p><italic>Note:</italic> Numbers diagonally in bold show the AVE; Numbers underneath the diagonal show the square of the correlations between constructs; Numbers on the top of the diagonal show the correlations among constructs.</p>
						</fn>
						<fn id="TFN5">
							<p><italic>Source:</italic> Own Elaboration.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>The test of the hypotheses of the study was carried out using the SEM technique, which estimates the structural paths hypothesized in the conceptual model. The structural model is shown in <xref ref-type="fig" rid="f2">Figure 2</xref>.</p>
			<p>
				<fig id="f2">
					<label><italic>Figure 2.</italic></label>
					<caption>
						<title>Structural Model</title>
					</caption>
					<graphic xlink:href="1808-2386-bbr-20-02-176-gf2.jpg"/>
					<attrib><italic>Source:</italic> Own elaboration.</attrib>
				</fig>
			</p>
			<p>The explained variance of the endogenous latent variables was 49.1% for Identification with Flamengo in Soccer (Traditional sport team) and 51.7% for Identification with Flamengo eSports. The paths analyzed between the latent variables were significant for the relationships between (i) Identification with LoL and Identification with Flamengo eSports, (ii) Identification with Soccer and Identification with Flamengo in Soccer, and (iii) Identification with Flamengo in Soccer and Identification with Flamengo eSports. Thus, hypotheses H1, H2, and H3 were supported. The direct influence of Identification with Flamengo eSports and Identification with Flamengo in soccer was not verified, therefore hypothesis H4 was not supported.</p>
			<p>As it is a non-recursive model, identification problems may appear more frequently (<xref ref-type="bibr" rid="B6">Blunch, 2013</xref>), therefore, to ensure identification in these cases, it is necessary to satisfy the order condition and the rank condition (<xref ref-type="bibr" rid="B29">Kline, 2005</xref>). As in the proposed model there are two endogenous variables that participate in the loop, each of them must have at least one (2 - 1) excluded variable, which has no effect of an endogenous variable. Thus, for identification with Flamengo soccer team, there is identification with soccer, and for identification with Flamengo eSports team, there is identification with League of Legends. Therefore, the order condition is met. The rank condition was also met as the effect patterns of the Identification with Flamengo Soccer team are different from the effect patterns of the Identification with Flamengo eSports team. Thus, the sufficient condition for the identification of non-recursive systems would be that each non-recursive causal variable, the variables in looping, be an entry point for an instrumental variable that has no other entry points in the non-recursive system. With that, all structural coefficients in the system will be identified (<xref ref-type="bibr" rid="B37">Mulak, 2009</xref>).</p>
			<p>The testing of substantive hypotheses was carried out by examining the significance of the paths among the constructs for the verification of hypotheses. The results of this test are detailed in <xref ref-type="table" rid="t4">Table 4</xref>. </p>
			<p>The results obtained allow a positive answer to the first hypothesis, supporting the direct effect of the influence of the identification of the fan with soccer on the identification of the fan with Flamengo soccer team. The explained variance of the fan identification with Flamengo in soccer is 49% for the combined samples from the events. This result is in line with the Social Identity Theory. Through the social identification, a group of individuals can reinforce their own self-esteem by belonging to a group which is valued by the individual (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>). In addition, through social categorization, individuals give emphasis to in-group similarities and common values while highlighting differences in regards to out-groups, also known as intergroup discrimination (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Among the sports fans, the need to affiliate is a common factor underlying the desire of following a sport, team, or player (<xref ref-type="bibr" rid="B31">Lee &amp; Armstrong, 2008</xref>; <xref ref-type="bibr" rid="B63">Wann et al., 2008</xref>). Therefore, it makes sense that individuals that are soccer fans seek to participate on a team that reinforces the same individual behavior.</p>
			<p>
				<table-wrap id="t4">
					<label>Table 4</label>
					<caption>
						<title><italic>Hypotheses Test H1, H2, H3, and H4</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col/>
							<col/>
							<col/>
							<col/>
							<col/>
							<col/>
						</colgroup>
						<thead>
							<tr>
								<th align="left">Hypotheses</th>
								<th align="left">Path</th>
								<th align="left">Hypothetical Relationship</th>
								<th align="left">Standardized Coefficient</th>
								<th align="left">CR</th>
								<th align="left">p-value</th>
								<th align="left">Outcome</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left">H1</td>
								<td align="left"> </td>
								<td align="left">(+)</td>
								<td align="left">0.691</td>
								<td align="left">21.859</td>
								<td align="left">***</td>
								<td align="left">Supported</td>
							</tr>
							<tr>
								<td align="left">H2</td>
								<td align="left">Identification with Flamengo eSports Identification with LoL</td>
								<td align="left">(+)</td>
								<td align="left">0.662</td>
								<td align="left">28.101</td>
								<td align="left">***</td>
								<td align="left">Supported</td>
							</tr>
							<tr>
								<td align="left">H3</td>
								<td align="left">Identification with Flamengo eSports Identification with Flamengo in Soccer</td>
								<td align="left">(+)</td>
								<td align="left">0.381</td>
								<td align="left">11.489</td>
								<td align="left">***</td>
								<td align="left">Supported</td>
							</tr>
							<tr>
								<td align="left">H4</td>
								<td align="left">Identification with Flamengo in Soccer Identification with Flamengo eSports</td>
								<td align="left">(+)</td>
								<td align="left">0.023</td>
								<td align="left">0.751</td>
								<td align="left">0.453</td>
								<td align="left">Not supported</td>
							</tr>
							<tr>
								<td align="left"> </td>
								<td align="left">Identification with Flamengo in Soccer</td>
								<td align="left">0.491<sup>a</sup></td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
							<tr>
								<td align="left"> </td>
								<td align="left">Identification with Flamengo eSports</td>
								<td align="left">0.517<sup>a</sup></td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
								<td align="left"> </td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN6">
							<p><italic>Note:</italic>
 <sup>
 <italic>
 <italic>a</italic> 
</italic> 
</sup> (R2) - explained variance of the latent variable.</p>
						</fn>
						<fn id="TFN7">
							<p><italic>Source:</italic> Own elaboration.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>In regards to the second hypothesis, the results obtained allowed a positive answer as well, supporting the direct effect of the influence of the identification of the fan with LoL on the identification of the fan with Flamengo e-Sports. The explained variance of the fan identification with Flamengo eSports is 52% for the combined event samples. This result is in line with the answer to the first hypothesis and shows similar behaviors for both relationships. The influence of fan identification with an electronic sport modality on the fan identification with an eSports team is similar to the influence of fan identification with a traditional sport modality on the fan identification with a sport team. Other previous studies have also contributed to identifying a logical equivalence between eSports and traditional sports that allows scholars from different fields to further study eSports from a traditional sport framework (<xref ref-type="bibr" rid="B12">Cunningham, et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). The present study agrees with these previous studies as the application of the PAI Index was successful for measuring the identification of an eSports modality and the identification of an eSports team.</p>
			<p>The results also suggest that the fan’s identification with the Flamengo soccer team influences the fan’s identification with the Flamengo eSports (hypothesis 3). Speculations can be made after checking some of the answers to the open-ended questions that the brand Flamengo (in soccer) is in the hearts and minds of many of the respondents, even if they do not follow the soccer scenario so closely. For many of the respondents, having an eSports team carrying the name of Flamengo, which is a familiar brand to many of them, is seen as positive. This is in line with social identification as it is understood that those aspects of an individual’s self-concept derive from the social categories or groups of which they feel part (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Many respondents said they were Flamengo fans, even those who do not follow soccer very closely. With the LoL team, many expressed that now they could support Flamengo on a regular basis. As <xref ref-type="bibr" rid="B61">Wann (2002</xref>) states, identification of a fan with the team can even transcend a taste for sports with identification with the sport and identification with the team being separate components of the individual’s self-concept.</p>
			<p>Finally, the results of the present study for the fourth hypothesis suggest that the influence of fan identification with a Flamengo eSports team does not affect the fan identification with the Flamengo soccer team, even if they are part of the same sports club, from the perspective of those interviewed at the Game XP 2019, nor from the perspective of those interviewed at the 2019 CBLoL Finals.</p>
			<p>This result is counterintuitive at many levels. The Social Identity Theory, through the social identification, understands that individuals become emotionally invested when it comes to in-groups (<xref ref-type="bibr" rid="B59">Vinney, 2019</xref>). If individuals believes that their team is perceived as superior to others in terms of status, they create attitudes and behaviors to strengthen their association with the team (<xref ref-type="bibr" rid="B38">Murrell &amp; Dietz, 1992</xref>). Fans who strongly identified with teams have emotional ties to sports organizations (<xref ref-type="bibr" rid="B50">Sutton et al., 1997</xref>), having these organizations as a key part of their self-concept (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>). Moreover, identifying a fan with the team can even transcend a taste for sports with identification with the sport and identification with the team being separate components of the individual’s self-concept (<xref ref-type="bibr" rid="B61">Wann, 2002</xref>).</p>
			<p>One can speculate about it in terms of the influence of the Flamengo eSports over the Flamengo soccer team. Flamengo soccer team is a centenary brand, and in 2019 it was living a very good phase from a competitive standpoint. The year of 2019 is marked in the memory of Flamengo fans as one of the greatest moments in the history of the club as it won three important championships (the Carioca, the Brasileiro, and the Libertadores da América). Although it could be said that Flamengo eSports had a positive 2019 as well, winning the CBLoL for the first time after a very strong season performance. Different from its counterpart in soccer, the eSports team is in its infancy as it was founded only in 2017 and has won only one title up to 2019. Because of this fact, it is hard to compare how the identification with a newly formed team in a rising eSports modality would influence the fan identification with a centenary, highly traditional, award-winning soccer club. </p>
			<p>The assessment also needs to take into consideration that a generational gap exists, given that eSports fans are normally young and familiar with digital technologies, which means that Flamengo’s eSports fans may have totally different characteristics from the fans of Flamengo’s soccer team, which creates difficulty to a parcel of older fans related to the new branch of Flamengo in eSports.</p>
			<p>This result also seems to go against the belief of the club itself. Entering the eSports arena came from a demand from the younger fans who asked when Flamengo would be present in the eSports scene, but since the beginning the Flamengo eSports project divided the opinions among the fans. While many of Flamengo’s eSports fans were clamoring for the club’s entry into the scene and reacting very well to the initiative, a fraction of the traditional sports fans did not receive well the idea of their team “spending soccer money” by investing in video game athletes (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>).</p>
		</sec>
		<sec sec-type="conclusions">
			<title>6. Conclusion</title>
			<p>The study was designed to investigate the influence of eSports fans’ identification on traditional sports teams and vice-versa, specifically in cases where there is an intersection of soccer teams and the eSports world. The empirical results allow supporting three of the four substantive hypotheses of the study, more specifically: (i) the influence of fan identification with a traditional sport on the fan identification with a sport team and; (ii) the influence of fan identification with an eSport on the fan identification with an eSports team; (iii) the influence of fan identification with a traditional sport team on the fan identification with the same club´s eSports team. The fourth substantive hypothesis, the influence of fan identification with an eSports team on the fan identification with the same club´s traditional sport team, could not be supported. In regards to the marketing strategy supporting Flamengo eSports, the interest of the club was to enter in the new field of eSports, to structure a project for the creation of an eSports team, to attract endemic or non-endemic sponsors to undertake the project, which should be self-sustaining from the beginning, in order to meet the demand of the younger public (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>). However, this study shows that fan identification with a Flamengo eSports team do not affect fans’ identification with Flamengo soccer team, therefore marketing professionals should be aware of this behavior and seek to maximize their investments taking into consideration the level of influence of one team on another. One can speculate that brands sponsoring the soccer team might have more influence on Flamengo eSports´ fans than brands sponsoring the LoL team would on Flamengo soccer team´s fans.</p>
			<p>For professionals linked to sports clubs, the main reflection provided by the results of this study is related to the observed influence of the identification of the soccer team on the eSports team and the non-observation of the influence of the identification of the eSports team on the soccer team. Although it is known that fan identification is a combination of many other associations, it is important to recognize the direct effect, or not, of fan identification between teams within the same club.</p>
			<p>In Flamengo´s case, the decision to open a branch in eSports was taken following the stated objectives to: (i) expand Flamengo´s area of operation in line with market trends, especially aiming young people, (ii) to win over an already captive audience of Flamengo in soccer and other sports, but lacking a presence from Flamengo in one of their audience’s other passions, electronic games, and (iii) winning over audiences which are potential Flamengo fans, mainly because they find, in electronic games, elements of connection with friends and family, who are more connected with traditional sports (<xref ref-type="bibr" rid="B40">Pacete, 2017</xref>). In that sense, the study shows that the identification with the soccer team can indeed bring a captive audience of Flamengo in soccer to eSports, however the contrary cannot be seen, as the identification with Flamengo eSports was not proved to influence identification with the Flamengo soccer team. Therefore, the clubs need to understand that relationship and take it into consideration when formulating their own objectives to create an eSports team. </p>
			<p>For Flamengo, the recommendation is to reassess the reasons and objectives for the creation of the eSports team. If Flamengo seeks to increase the younger fan base of the club, the strategy makes sense, as eSports is a phenomenon of mostly younger generations, being the average age of a League of Legends player of 21 years old (<xref ref-type="bibr" rid="B17">ESPN Stats &amp; Info, 2017</xref>). However, if Flamengo´s intention is to migrate the LoL fans to their soccer team, the strategy may be not effective, as per the result of this research.</p>
			<p>It is suggested that further studies be carried out to investigate this relationship, which is especially important for sports sponsorship managers and sports club managers who need to evaluate the possibility of sponsoring or even creating an eSports team with the intention reaching new audiences and increasing identification with other sports. </p>
			<sec>
				<title>6.1. Suggestions for Future Studies</title>
				<p>This study investigated the influence of Fan Identification with the sport modality and the team in the context of professional soccer and League of Legends championships in Brazil. Due to this sample profile, it is suggested that future studies validate the conceptual model proposed in the present study within other sports or eSports, such as basketball, volleyball, CS:GO, and FIFA Soccer, among others.</p>
				<p>Given that the fourth substantive hypothesis (the influence of fan identification with an eSports team on the fan identification with the same club´s traditional sport team) could not be supported, a qualitative analysis on Flamengo fans is also recommended. The recommendation is due to the fact that this result is counterintuitive at many levels and the quantitative research does not provide the full context in order to understand this outcome. Qualitative research could also expand the reach of the underlying theory applied herein. </p>
				<p>It is also important to mention that in the present study, it was chosen to control the sample, restricting the collection of data to soccer and LoL fans from Flamengo, with all interviews being conducted in the city of Rio de Janeiro. It is suggested that future studies validate the conceptual model proposed in the study for other sports teams which have a presence in traditional sports and eSports; those with headquarters in other cities, or even in other countries.</p>
				<p>The conceptual model proposed in this study could be tested in other situations for a multi-sport club. The identification can be measured between two sports, such as soccer and basketball, or two eSports like LoL and CS:GO for example. There are many examples of multi-sport clubs, like Flamengo itself. Teams with presence within more than one electronic sport can also be verified. INTZ is an example of that, with presence in LoL, CS:GO, Fortnite, Rainbow Six Siege, among other eSports. </p>
				<p>Still on the conceptual model, to ensure the nomological validity of it, it was chosen by the authors to use constructs established in the sports literature. However, the use of measurement scales of the aforementioned constructs for the domain of eSports should still be taken with some caution. Thus, if, on the one hand, the present study contributes to the field of research through the use and testing of scales in the eSports domain, on the other hand, there is an opportunity to explore new ways of measuring these constructs. It is therefore recommended to carry out exploratory research to obtain insights into new variables that could better reflect the identification of the eSports fan. </p>
				<p>Moreover, it is perceived an opportunity to explore whether and to what extent the compulsive consumption behavior of traditional sports and eSports could influence the proposed model. Therefore, the authors recommend the use of the “Compulsive Sport Consumption” scale by <xref ref-type="bibr" rid="B2">Aiken et al. (2018</xref>) to test this possible influence. Finally, in view of the mostly young and male profile of eSports fans, it is suggested testing possible moderation effects of the variables “Age Group” and “Gender”.</p>
			</sec>
			<sec>
				<title>6.2. Limitations</title>
				<p>This study shows limitations in regards to the methodology used, given the model does not consider the totality the variables that explain the fan’s identification with the sport modality or team. The reverse translation process has limitations since it is considered that it is almost impossible to develop a perfect translation as some items may differ in interpretation in different cultures. As the data collection was assisted and performed through interviews conducted orally by a group of interviewers, even though all interviewers were trained for the task, it implies in the possibility of the occurrence of bias caused by the interviewer, which represents another limitation of the present study. </p>
			</sec>
		</sec>
	</body>
	<back>
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	<!--<sub-article article-type="translation" id="s1" xml:lang="pt">
		<front-stub>
            <article-id pub-id-type="doi">10.15728/bbr.2023.20.2.4.pt</article-id>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Artigo</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>O Virtual Encontra o Real no Mundo dos Esportes: Existe um Efeito Circular na Identificação do Fã entre Esportes Tradicionais e Esportes Eletrônicos?</article-title>
			</title-group>
			<contrib-group>
				<contrib contrib-type="author">
					<contrib-id contrib-id-type="orcid">0000-0003-2196-7512</contrib-id>
					<name>
						<surname>Cardoso</surname>
						<given-names>Andre Ferreira Gavinho</given-names>
					</name>
					<xref ref-type="aff" rid="aff10"><sup>1</sup></xref>
                    <role content-type="http://credit.niso.org/contributor-roles/data-curation/">curadoria de dados</role>
                    <role content-type="http://credit.niso.org/contributor-roles/formal-analysis/">análise de dados</role>
                    <role content-type="http://credit.niso.org/contributor-roles/investigation/">pesquisa</role>
                    <role content-type="http://credit.niso.org/contributor-roles/project-administration/">project administration</role>
                    <role content-type="http://credit.niso.org/contributor-roles/resources/">disponibilização de ferramentas</role>
                    <role content-type="http://credit.niso.org/contributor-roles/software/">desenvolvimento, implementação e teste de software</role>
                    <role content-type="http://credit.niso.org/contributor-roles/visualization/">design da apresentação de dados</role>
                    <role content-type="http://credit.niso.org/contributor-roles/validation/">validação de dados e experimentos</role>
                    <role content-type="http://credit.niso.org/contributor-roles/writing–review-editing/">redação - revisão e edição</role>
				</contrib>
				<contrib contrib-type="author">
					<contrib-id contrib-id-type="orcid">0000-0002-4433-0787</contrib-id>
					<name>
						<surname>Almeida</surname>
						<given-names>Victor Manoel Cunha de</given-names>
					</name>
					<xref ref-type="aff" rid="aff10"><sup>1</sup></xref>
                    <role content-type="http://credit.niso.org/contributor-roles/conceptualization/">conceitualização</role>
                    <role content-type="http://credit.niso.org/contributor-roles/methodology/">metodoloia</role>
                    <role content-type="http://credit.niso.org/contributor-roles/project-administration/">administração do projeto</role>
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                    <role content-type="http://credit.niso.org/contributor-roles/validation/">validação de dados e experimentos</role>
                    <role content-type="http://credit.niso.org/contributor-roles/writing–review-editing/">redação - revisão e edição</role>
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                <aff id="aff10">
					<label>1</label>
					<institution content-type="original">Universidade Federal do Rio de Janeiro, Rio de Janeiro, RJ, Brazil</institution>
					<institution content-type="orgname">Universidade Federal do Rio de Janeiro</institution>
					<addr-line>
						<city>Rio de Janeiro</city>
						<state>RJ</state>
					</addr-line>
                </aff>
            </contrib-group>
			<author-notes>
				<corresp id="c10">
					<email>valmeida@coppead.ufrj.br</email>
				</corresp>
				<fn fn-type="con" id="fn10">
					<label>CONTRIBUIÇÕES DE AUTORIA</label>
					<p> AFGC: Curadoria dos dados, análise formal, investigação, administração do projeto, recursos, software, visualização, discussão dos resultados e redação, análise do manuscrito, e revisão final do manuscrito para submissão. VMCA: Conceituação, metodologia, administração do projeto, supervisão, validação, discussão dos resultados, análise do manuscrito e revisão final do manuscrito para submissão.</p>
				</fn>
				<fn fn-type="conflict" id="fn20">
					<label>CONFLITO DE INTERESSE</label>
					<p> Os Autores não estão cientes de qualquer conflito de interesse em relação a este artigo. </p>
				</fn>
			</author-notes>
			<abstract>
				<title>Resumo</title>
				<p>O estudo foi desenhado para investigar a influência da identificação do fã de eSports em times esportivos tradicionais e vice-versa, especificamente nos casos em que há uma interseção de times de futebol e o mundo dos eSports. A escala PAI (<italic>Points of Attachment Index</italic>) foi aplicada, utilizando-se a Teoria da Identidade Social (Tajfel &amp; Turner, 1979) como principal referencial teórico. Quatro hipóteses substantivas foram traduzidas em um modelo conceitual. Os dados da pesquisa foram coletados durante eventos de eSports na cidade do Rio de Janeiro no ano de 2019. Os questionários válidos coletados chegaram a 1.420. A análise dos dados foi concluída por meio de análise descritiva, análise fatorial exploratória e análise fatorial confirmatória para verificar a confiabilidade dos construtos, bem como a sua validade convergente e discriminante. A técnica de Modelagem de Equações Estruturais foi utilizada para testar as hipóteses substantivas. Os resultados empíricos sugerem que a identificação do fã com um clube de futebol exerce influência positiva na identificação do fã com o time de eSports do mesmo clube, mas não se pode afirmar o contrário.</p>
			</abstract>
			<kwd-group xml:lang="pt">
				<title>Palavras-Chave:</title>
				<kwd>Esportes</kwd>
				<kwd>Patrocínio</kwd>
				<kwd>Esports</kwd>
				<kwd>Futebol</kwd>
				<kwd>Identificacão do Fã</kwd>
			</kwd-group>
		</front-stub>
		<body>
			<sec sec-type="intro">
				<title>1. Introdução e Objetivos</title>
				<p>O surgimento dos eSports como um aspecto da indústria na cultura dos jovens é muitas vezes descrito como um fenômeno cultural onipresente de importância mundial. Atualmente, um número crescente de pessoas define os eSports como grandes eventos de jogos, quando milhões de espectadores assistem a milhares de pessoas jogando através de vários canais de streaming online (<xref ref-type="bibr" rid="B7">Borowy, 2012</xref>). Nos últimos anos, o crescimento do público de eSports e o engajamento dos jogadores elevou os eSports à cultura dominante, legitimando as partidas como de nível esportivo profissional, com uma audiência e engajamento global substancial (Goldman <xref ref-type="bibr" rid="B20">Sachs, 2018</xref>).</p>
				<p>As perspectivas para o mercado de eSports são notáveis. A receita global de eSports deve chegar a US$ 1,38 bilhão em 2022, um crescimento anual de 16,4%. Além disso, espera-se que suas receitas atinjam US$ 1,87 bilhão até 2025. A China é responsável pela maior parte das receitas globais, gerando quase um terço da receita total. O Sudeste Asiático, o Centro-Sul da Ásia e a América Latina são as regiões que mais crescem, com uma taxa de crescimento anual composta de 27,6%, 23,4% e 19%, respectivamente. Em 2022, o patrocínio constitui a maior fonte de receita global dos eSports e deve gerar US$ 837,3 milhões, ou quase 60% de todo o mercado. Espera-se que o público de eSports alcance aproximadamente 532 milhões de pessoas no mundo em 2022, um aumento de 22,1% em comparação a 2020. Além disso, estima-se que o seu público alcance 640,8 milhões de pessoas até 2025. Em 2022, 2,47 bilhões de pessoas reconhecerão o conceito de eSports em todo o mundo (<xref ref-type="bibr" rid="B39">Newzoo, 2022</xref>).</p>
				<p>Como consequência do grande volume de recursos financeiros movimentados pelos eSports e do crescente patrocínio de marcas não endêmicas dentro da indústria de esportes eletrônicos, aumenta o número de pesquisas de gestão acadêmica e mercadológica sobre o tema. Outro ponto que reforça a necessidade de mais pesquisas sobre eSports é a tendência progressiva de clubes esportivos a adotarem os eSports (<xref ref-type="bibr" rid="B5">Bento, 2019</xref>). Nesse sentido, torna-se uma exigência natural examinar e entender melhor as razões pelas quais o público adotou o gênero eSports, como se tornou uma atividade envolvente para o espectador.</p>
				<p>Com esses dois aspectos em mente, este estudo tem como objetivo utilizar a Teoria da Identidade Social (<italic>Social Identity Theory</italic>, ou SIT) para compreender a identificação dos fãs com seu clube quando há interseção de times de futebol e o mundo dos eSports, especificamente quando o clube cria um time para competir nos eSports. A SIT foi desenvolvida por <xref ref-type="bibr" rid="B51">Tajfel e Turner ao longo da década de 1970</xref>, tendo se consolidado em 1979 como uma teoria integrativa do conflito intergrupa (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>) l. A abordagem da identidade social contribui para a compreensão do pertencimento e identificação do fã com um esporte ou equipe, uma vez que os indivíduos estão intrinsecamente motivados a buscar a distinção positiva (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>) e são propensos a identificar e classificar a si mesmos e outros dentro de categorias sociais, tais como participação em organizações, afiliações religiosas e grupos etários (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>).</p>
				<p>Do ponto de vista dos eSports, a maioria dos estudos que abordam o comportamento dos fãs de eSports está relacionada à motivação do espectador de eSports (<xref ref-type="bibr" rid="B42">Pizzo, et al., 2018</xref>; <xref ref-type="bibr" rid="B25">Hamari &amp; Sjöblom, 2017</xref>; <xref ref-type="bibr" rid="B49">Sjöblom et al., 2017</xref>; <xref ref-type="bibr" rid="B33">Lee et al., 2014</xref>; <xref ref-type="bibr" rid="B32">Lee &amp; Schoenstedt, 2011</xref>). Apenas recentemente os pesquisadores começaram a buscar outras razões para o engajamento do espectador (<xref ref-type="bibr" rid="B44">Qian et al., 2019</xref>; <xref ref-type="bibr" rid="B11">Choi, 2019</xref>). A necessidade de compreender o comportamento dos fãs de eSports do ponto de vista da identificação é imperativa para contribuir com a literatura sobre eSports e a Teoria da Identidade Social.</p>
				<p>Por fim, este estudo pretende responder à seguinte questão geral de investigação: a identificação dos fãs com esportes tradicionais pode influenciar positivamente a identificação dos fãs com os eSports do mesmo clube esportivo e vice-versa? </p>
			</sec>
			<sec>
				<title>2. Fundamentos Teóricos</title>
				<sec>
					<title>2.1. A Teoria da Identidade Social</title>
					<p>A Teoria da Identidade Social (<italic>Social Identity Theory</italic>, ou SIT) foi desenvolvida por <xref ref-type="bibr" rid="B51">Tajfel e Turner ao longo da década de 1970</xref>, a partir dos resultados de vários experimentos realizados com pequenos grupos de indivíduos (<xref ref-type="bibr" rid="B51">Tajfel, 1970</xref>; <xref ref-type="bibr" rid="B54">Tajfel et al., 1971</xref>; <xref ref-type="bibr" rid="B52">Tajfel, 1974</xref>) e foi consolidada em 1979 como uma teoria integrativa do conflito intergrupal (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Tajfel chegou ao conceito de identidade social em um estudo de 1972. O conceito foi definido como o senso de autoidentificação de um indivíduo com base nas relações com outros indivíduos com os quais ele ou ela normalmente se envolve ou grupos de pessoas dos quais pode ser membro (e até mesmo não se identificar). A Teoria da Identidade Social compreende três processos mentais: (i) categorização social; (ii) identificação social; (iii) comparação social, os quais constituem a base para as classificações dos grupos internos e externos. (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>; <xref ref-type="bibr" rid="B53">Tajfel, 1982</xref>).</p>
					<p>O primeiro processo é a categorização social. Por meio dele, os indivíduos são organizados em grupos sociais para compreender seu mundo social, permitindo assim classificar os indivíduos a partir dos grupos aos quais pertencem. É típico, pelo menos em um primeiro momento, negligenciar características individuais e classificar as pessoas olhando para seus grupos sociais (<xref ref-type="bibr" rid="B54">Tajfel et al., 1971</xref>; <xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). De acordo com a SIT, a categorização social tem duas funções: simplificar a organização do contexto social para o indivíduo, o que geralmente é feito com a ajuda de estereótipos associados ao pertencimento a cada categoria social, e extrair um senso de valor próprio, encontrando “seu lugar” na sociedade por meio de um sentimento de pertencimento a essa categoria. </p>
					<p>O segundo processo, a identificação social, considera os aspectos do autoconceito dos indivíduos que derivam das categorias ou grupos sociais dos quais se sentem parte e se baseia em três premissas. (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Em primeiro lugar, as pessoas tentarão com muita firmeza manter ou melhorar sua própria autoestima, buscando sempre manter um autoconceito positivo. Em segundo lugar, os grupos sociais estão associados a conotações de valor positivo ou negativo, identidade social positiva ou negativa, de acordo com as avaliações dos grupos que contribuem para a identidade social do indivíduo. E terceiro, a avaliação de um indivíduo sobre um grupo do qual ele ou ela se sente parte é feita em relação a outros grupos de comparação, levando-se em consideração uma dimensão ou atributo comparável. Discrepâncias positivas resultam em alto prestígio e status, enquanto discrepâncias negativas resultam em baixo prestígio (<xref ref-type="bibr" rid="B56">Tajfel &amp; Turner, 1986</xref>).</p>
					<p>O terceiro e último processo da Teoria da Identidade Social é a comparação social, quando os indivíduos comparam seu próprio grupo com outros grupos. Essa comparação está associada principalmente à avaliação dos níveis de prestígio e posição social de cada grupo em relação ao outro. A fim de manter uma autoestima mais elevada, o indivíduo se esforça para perceber seu grupo interno como um grupo melhor do que o grupo externo, tanto em termos de prestígio, quanto de posição social. (<xref ref-type="bibr" rid="B59">Vinney, 2019</xref>). A Teoria da Identidade Social considera o status social não como um recurso ou mercadoria, mas como resultado de um processo de comparação específico entre grupos feito por indivíduos. O status social reflete a posição relativa de um grupo em relação aos outros grupos de comparação. O indivíduo que se identifica com um grupo muitas vezes busca fazer comparações favoráveis para perceber a relativa superioridade do grupo do qual se sente parte em relação aos demais, e, assim, adquirir uma identidade social positiva. (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>; <xref ref-type="bibr" rid="B58">Turner, 1985</xref>). </p>
				</sec>
				<sec>
					<title>2.2. Teoria da Identidade Social e fãs de esportes tradicionais</title>
					<p>A Teoria da Identidade Social é uma das teorias mais importantes na área do Marketing Esportivo, pois articula conceitos importantes como identificação, autoestima, autoconceito e sua influência no comportamento dos indivíduos. A identificação com o esporte é uma instância específica de identificação social em que o indivíduo sente uma conexão com uma determinada modalidade esportiva ou equipe. A abordagem da identidade social contribui para a compreensão dessa identificação como uma modalidade ou senso de equipe, uma vez que o indivíduo está intrinsecamente motivado a criar ou manter uma identidade social positiva, que é, em grande parte, baseada em comparações de grupos externos com o grupo do indivíduo (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>).Os indivíduos tendem ainda a classificar a si mesmos e aos demais dentro de outras categorias sociais, como associação de organizações, afiliações religiosas e grupos etários (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>).</p>
					<p>A associação positiva que os fãs criam com seu time é um tipo de favoritismo grupal que ajuda os indivíduos a manter uma identidade social positiva por estarem associados a um grupo o qual tem importância e significado para eles (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). No caso dos fãs de esportes, a identificação com um determinado grupo proporciona o fortalecimento da autoestima por meio da busca de uma distinção positiva, enfatizando os aspectos positivos do grupo de identificação e minimizando ou menosprezando os aspectos negativos desse grupo (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>). Assim, além dos benefícios da autoestima, a identidade de fã, como qualquer identidade de grupo, é benéfica para o indivíduo por proporcionar um senso de comunidade ao se tornar membro de um conglomerado, formando uma identidade coletiva e proporcionando ao indivíduo um sentimento de pertencimento a um grupo (<xref ref-type="bibr" rid="B27">Jacobson, 2003</xref>).</p>
					<p>No entanto, <xref ref-type="bibr" rid="B57">Trail et al. (2003</xref>) e <xref ref-type="bibr" rid="B45">Robinson e Trail (2005</xref>) observaram que o apego a uma equipe esportiva é apenas um dos vários pontos de conexão possíveis entre os fãs no contexto esportivo. A partir de um estudo que investigou a relação entre a motivação do fã esportivo e os diversos vínculos com o esporte, Trail et al. (<xref ref-type="bibr" rid="B57">2003</xref>) identificaram 7 possíveis pontos de conexão: time, esporte, jogadores, treinador, comunidade, universidade e nível esportivo (profissional, amador e universitário), originando a Escala PAI (<italic>Points of Attachment Index</italic>). Robinson e Trail (<xref ref-type="bibr" rid="B45">2005</xref>) reforçaram o fato de que os fãs são apegados não apenas ao time, mas também à comunidade, à universidade, à cidade natal, ao esporte, aos jogadores e aos treinadores.</p>
				</sec>
				<sec>
					<title>2.3. eSports e Fãs de eSports</title>
					<p>O conceito de eSports é descrito como uma área de atividades esportivas em que os jogadores desenvolvem e treinam habilidades mentais ou físicas através do uso de tecnologias de informação e comunicação (<xref ref-type="bibr" rid="B60">Wagner, 2006</xref>). Além disso, diferente dos videogames tradicionais, onde o jogador joga pela história (<xref ref-type="bibr" rid="B10">Buchanan‐Oliver &amp; Seo, 2012</xref>) ou como um hobby para relaxar das rotinas estressantes diárias (<xref ref-type="bibr" rid="B36">Molesworth, 2009</xref>), os eSports são essencialmente jogados como uma forma de competição contra outros jogadores e outros grupos de fãs (<xref ref-type="bibr" rid="B48">Seo, 2013</xref>). Com seu rápido crescimento, a indústria de eSports tem atraído a atenção de um público mais jovem e, com sua maneira inovadora de abordar os torneios virtuais, representa uma concorrência aos torneios e esportes tradicionais (<xref ref-type="bibr" rid="B41">Peša et al., 2017</xref>). </p>
					<p>Apesar da polêmica sobre sua comparação com os esportes tradicionais, os eSports passaram a replicar o arquétipo tradicional. Os eSports também contam com ligas sofisticadas, transmissões ao vivo (principalmente via streaming), programas colegiados e crescente controle de doping, muito semelhante à atual organização profissional dos esportes tradicionais (<xref ref-type="bibr" rid="B28">Karhulahti, 2017</xref>). Outra característica importante dos eSports é a relevância das ferramentas de comunicação e interação para demonstrar a conexão dos fãs com as equipes em termos de importância e significado, o que é alcançado por meio de abordagens semelhantes aos esportes tradicionais, como símbolos, sinais e rituais típicos (<xref ref-type="bibr" rid="B1">Adamus, 2012</xref>). Assim como os esportes tradicionais, o início conta com competições não estruturadas e, ao longo do tempo, se transformam em torneios bem-organizados envolvendo patrocinadores, espectadores (presenciais e virtuais) e atenção da mídia. Um dos principais fatores para o desenvolvimento e sucesso dos eSports é o surgimento de times ou clãs (nomes que variam de jogo para jogo) e a existência de patrocinadores dispostos a se associarem a esses times ou clãs. (<xref ref-type="bibr" rid="B41">Peša et al., 2017</xref>). Com tanta atenção por parte dos espectadores da geração do milênio, os eSports apresentam uma excelente oportunidade para os patrocinadores. A geração do milênio é formada por jovens, de alto padrão aquisitivo, globalizados, impulsionados tecnologicamente, mas cada vez mais desafiadores para as marcas gerarem envolvimento, a partir de um sentido tradicional da palavra (<xref ref-type="bibr" rid="B16">Deller &amp; Thew, 2017</xref>).</p>
					<p>Os fãs de esportes tradicionais e os fãs de eSports têm motivos de consumo esportivo comparáveis, embora os fãs de cada tipo de evento demonstrem motivos diferentes para a frequência de participação nos jogos (<xref ref-type="bibr" rid="B42">Pizzo et al., 2018</xref>). Como no caso dos fãs de esportes tradicionais, os de eSports podem estar buscando momentos de confraternização, aproveitando oportunidades para assistir ao desempenho de seus times e jogadores preferidos e fazer parte de uma experiência geralmente emocionante (<xref ref-type="bibr" rid="B18">Eventbrite, 2015</xref>). Semelhantemente aos esportes tradicionais, jogadores profissionais de renome são um atrativo para levar os fãs aos estádios (<xref ref-type="bibr" rid="B34">Lucifora &amp; Simmons, 2003</xref>). Os resultados mostram que os fãs de eSports também apreciam ver em ação os melhores nomes da cena de eSports, além de admirar seu talento (<xref ref-type="bibr" rid="B42">Pizzo et al., 2018</xref>). Pesquisas anteriores também contribuíram para identificar uma equivalência lógica entre eSports e esportes tradicionais as quais permitem que estudos de diferentes disciplinas usem essa equivalência para analisar melhor esse campo de atividade emergente (<xref ref-type="bibr" rid="B12">Cunningham et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). </p>
				</sec>
			</sec>
			<sec>
				<title>3. Hipóteses e Modelo Conceitual</title>
				<sec>
					<title>3.1. A influência da identificação do fã com um esporte tradicional na identificação do fã com uma equipe esportiva</title>
					<p>Por meio da categorização social, os indivíduos enfatizam as semelhanças com os indivíduos do grupo interno e as diferenças com os indivíduos de grupos externos (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). A identificação social pode explicar a necessidade de reforço da autoestima, o que ocorre por meio do pertencimento a um grupo que possui valores e significados enaltecidos pelo indivíduo (grupo interno), quando comparado aos grupos externos (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>). Em resumo, sua autoestima como indivíduo sofre influência do status do grupo interno quando comparado aos grupos externos (<xref ref-type="bibr" rid="B52">Tajfel, 1974</xref>; <xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Assim, os indivíduos são propensos a reforçar sua própria autoestima, acentuando as características positivas, e muitas vezes minimizando as negativas, do grupo interno (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>).</p>
					<p>Do ponto de vista do marketing esportivo, muitos estudos vêm utilizando o arcabouço da Teoria da Identidade Social para melhor contextualizar a identificação do fã em termos de modalidade esportiva (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>), evento esportivo (<xref ref-type="bibr" rid="B15">Deitz et al., 2012</xref>) e time esportivo (<xref ref-type="bibr" rid="B22">Gwinner et al., 2009</xref>; <xref ref-type="bibr" rid="B14">Davies et al., 2006</xref>; <xref ref-type="bibr" rid="B50">Sutton et al., 1997</xref>; <xref ref-type="bibr" rid="B62">Wann &amp; Branscombe, 1993</xref>). A necessidade de filiação é um motivo subjacente para os fãs seguirem um esporte ou um time, ou participarem de um evento público (<xref ref-type="bibr" rid="B31">Lee &amp; Armstrong, 2008</xref>; <xref ref-type="bibr" rid="B63">Wann et al., 2008</xref>). Espera-se, portanto, que a identificação do fã com o futebol afete positivamente a identificação com um time de futebol.</p>
					<p>
						<list list-type="bullet">
							<list-item>
								<p>H1: A identificação do fã com um esporte tradicional influencia positivamente a identificação do fã com uma equipe esportiva.</p>
							</list-item>
						</list>
					</p>
				</sec>
				<sec>
					<title>3.2. A influência da identificação do fã com um eSport na identificação do fã com uma equipe de eSports.</title>
					<p>Assim como a hipótese H1, espera-se que a identificação do fã com o esporte eletrônico afete positivamente a identificação com um time de eSports. Os mesmos aspectos de categorização social, identificação social e comparação social também podem ser aplicados, de maneira análoga à H1. Pesquisas anteriores contribuíram para identificar uma equivalência lógica entre eSports e esportes tradicionais, possibilitando o uso de escalas esportivas tradicionais em eSports (<xref ref-type="bibr" rid="B12">Cunningham, et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). Espera-se, portanto, que a identificação do fã com um esporte eletrônico afete positivamente a identificação com um time de eSports.</p>
					<p>
						<list list-type="bullet">
							<list-item>
								<p>H2: A identificação do fã com um eSport influencia positivamente a identificação do fã com uma equipe de eSports.</p>
							</list-item>
						</list>
					</p>
				</sec>
				<sec>
					<title>3.3. A influência da identificação do fã com um time esportivo tradicional na identificação do fã com o time de eSports do mesmo clube</title>
					<p>A identificação social, componente do SIT, é entendida como o autoconceito do indivíduo que é fortemente influenciado pelos grupos internos com os quais se identifica (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>), enquanto a identificação com a equipe se refere à ligação dos indivíduos com a equipe (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>). A identificação social ajuda a explicar por que os indivíduos se tornam emocionalmente investidos em seu grupo e como sua autoestima é afetada quando comparada a grupos externos (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Se os indivíduos acreditam que sua equipe é percebida como superior às outras em termos de status, eles desenvolvem atitudes e comportamentos para fortalecer sua associação com a equipe (<xref ref-type="bibr" rid="B38">Murrell &amp; Dietz, 1992</xref>). Os fãs fortemente identificados com as equipes têm laços emocionais com as organizações esportivas (<xref ref-type="bibr" rid="B50">Sutton et al., 1997</xref>), colocando estas como peça central da sua identidade enquanto indivíduos (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>). Além disso, a identificação de um fã com a equipe pode até transcender o gosto pelo esporte em si, já que a identificação com o esporte e a identificação com a equipe são componentes distintos do autoconceito do indivíduo (<xref ref-type="bibr" rid="B61">Wann, 2002</xref>). </p>
					<p>Pesquisas anteriores contribuíram para identificar uma equivalência lógica entre eSports e esportes tradicionais, possibilitando o uso de escalas esportivas tradicionais em eSports (<xref ref-type="bibr" rid="B12">Cunningham et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). Espera-se, portanto, que a identificação do fã com uma equipe de esporte tradicional afete positivamente a identificação com uma equipe de eSports.</p>
					<p>
						<list list-type="bullet">
							<list-item>
								<p>H3: A identificação do fã com um time esportivo tradicional influencia positivamente a identificação do fã com o time de eSports do mesmo clube.</p>
							</list-item>
						</list>
					</p>
				</sec>
				<sec>
					<title>3.4. A influência da identificação do fã com um time de eSports na identificação do fã com o time esportivo tradicional do mesmo clube </title>
					<p>Assim como a hipótese H3, espera-se que a identificação do fã com o time de eSports afete positivamente a identificação com o time esportivo tradicional.</p>
					<p>
						<list list-type="bullet">
							<list-item>
								<p>H4: A identificação do fã com um time de eSports influencia positivamente a identificação do fã com o time esportivo tradicional do mesmo clube.</p>
							</list-item>
						</list>
					</p>
					<p>A <xref ref-type="fig" rid="f10">Figura 1</xref> apresenta o modelo conceitual projetado com as hipóteses do estudo.</p>
					<p>
						<fig id="f10">
							<label><italic>Figura 1.</italic></label>
							<caption>
								<title>Modelo Conceitual</title>
							</caption>
							<graphic xlink:href="1808-2386-bbr-20-02-176-gf10.jpg"/>
							<attrib><italic>Fonte:</italic> Elaboração própria.</attrib>
						</fig>
					</p>
				</sec>
			</sec>
			<sec sec-type="methods">
				<title>4. Metodologia</title>
				<p>Primeiramente, optou-se por estudar a influência da identificação do fã no contexto de um clube esportivo com presença tanto no futebol, esporte bastante tradicional no Brasil, quanto nos eSports. O Flamengo é uma organização multiesportiva brasileira com um time de futebol e de <italic>League of Legends</italic>, também conhecido como LoL (<xref ref-type="bibr" rid="B43">Puiati, 2019</xref>). Fundado em 15 de novembro de 1895, no Rio de Janeiro, o Clube de Regatas do Flamengo é, sem dúvida, um dos maiores nomes do esporte brasileiro. Presente em 12 modalidades além do futebol, o time tem mais de 32,5 milhões de fãs em todo o país, além de ser o clube de maior faturamento do Brasil, R$ 648 milhões em 2017 (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>). Pesquisas recentes mostraram que o Flamengo é o time de futebol com a maior torcida do Brasil: um quinto dos brasileiros adultos (20%) se declaram- espontaneamente torcedores do time. Em seguida, surgem o Corinthians com 14%, o São Paulo com 8%, o Palmeiras com 6%, o Vasco com 4%, o Cruzeiro com 4%, o Grêmio com 4%, o Santos com 3% e o Internacional com 3%, entre outros times menos lembrados (<xref ref-type="bibr" rid="B13">Datafolha, 2019</xref>). Como esta pesquisa visa investigar a contribuição da identificação do fã do Flamengo com o popular clube, a área de coleta de dados foi limitada à cidade do Rio de Janeiro, onde está localizada uma parte relevante de sua a torcida.</p>
				<p>As modalidades escolhidas para o estudo foram as duas mais populares em esportes e eSports: futebol e <italic>League of Legends (LoL)</italic>. O futebol é o esporte mais tradicional do mundo, enquanto o LoL é um jogo competitivo <italic>Multiplayer Online Battle Arena</italic> (MOBA), o qual mistura a velocidade e a intensidade de um jogo de <italic>Real Time Strategy</italic> (RTS) com elementos de RPG (<italic>Role-Playing Game</italic>). No LoL, duas equipes compostas por personagens criados especificamente para o jogo, com design e estilo únicos, chamados de campeões, lutam em vários campos de batalha virtuais e modos de jogo. Com um elenco de personagens em constante expansão, atualizações regulares e uma cena competitiva ativa, <italic>League of Legends</italic> é uma fonte de diversão e desafio para os jogadores (<xref ref-type="bibr" rid="B30">League of Legends Brasil, 2019</xref>). O cenário competitivo de <italic>League of Legends</italic> é um dos mais consolidados no mundo dos eSports, tanto no Brasil quanto internacionalmente. Com dois eventos mundiais por ano e 14 ligas regionais organizadas pela desenvolvedora de jogos Riot Games, o circuito fechado proporciona estabilidade para o investimento, pois as equipes participantes são pré-definidas e permanecem na liga por uma temporada inteira (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>). A presença do Flamengo nesses dois jogos populares foi um fator fundamental para definir o escopo do estudo. </p>
				<p>Em terceiro lugar, optou-se por analisar a perspectiva dos espectadores presenciais de eventos de eSports, os quais não são tão comuns na cidade do Rio de Janeiro, por meio de uma pesquisa. Por fim, as ocasiões escolhidas para a coleta de dados foram o evento Game XP 2019 e a final do CBLoL 2019, torneio do campeonato brasileiro de <italic>League of Legends</italic>.</p>
				<sec>
					<title>4.1. Projeto e Procedimentos</title>
					<p>O modelo conceitual proposto neste estudo é composto por dois tipos de variáveis: variáveis exógenas e variáveis endógenas. As variáveis exógenas do estudo são a identificação com esportes tradicionais, neste caso futebol (IwS), e a identificação com eSports, neste caso <italic>League of Legends</italic> (IwLoL). Já as variáveis endógenas são a identificação do fã com o time esportivo tradicional (Flamengo no Futebol ou IwFS) e a identificação do fã com a equipe de eSports do mesmo clube (Flamengo eSports ou IwFeS). </p>
					<p>Quatro construtos foram operacionalizados: (a) identificação com um esporte tradicional; (b) identificação com um time de esporte tradicional; (c) identificação com um eSport; (d) identificação com um time de eSports. A operacionalização das variáveis foi realizada privilegiando a utilização de uma escala pré-existente, previamente testada no contexto esportivo e no Brasil. Todos os itens da escala utilizada foram medidos por meio de escalas Likert de 7 pontos. Para operacionalizar a identificação com o esporte e a equipe foi usada a escala PAI (<xref ref-type="bibr" rid="B45">Robinson &amp; Trail, 2005</xref>; <xref ref-type="bibr" rid="B57">Trail et al., 2003</xref>). As dimensões da escala PAI utilizadas foram para esporte e equipe, ambas utilizadas duas vezes. A dimensão esporte foi utilizada para futebol e LoL, enquanto a dimensão equipe foi utilizada para Flamengo no futebol e Flamengo eSports, o qual é focado em LoL. A escala PAI já foi utilizada no Brasil por <xref ref-type="bibr" rid="B46">Rocha e Fleury (2017</xref>), <xref ref-type="bibr" rid="B3">Amorim e Almeida (2015</xref>) e Rocha e Fink (<xref ref-type="bibr" rid="B47">2015</xref>) para a dimensão de equipe. Para a dimensão esporte, foi utilizada uma revisão da escala PAI proposta por <xref ref-type="bibr" rid="B9">Braunstein et al. (2011</xref>).</p>
					<p>Os questionários previamente testados aforam aplicados na entrada do evento da Game XP 2019, que ocorreu no Parque Olímpico do Rio de Janeiro entre 25 e 28 de junho de 2019, e a final do CBLoL 2019, que aconteceu na Jeunesse Arena no Rio de Janeiro em 7 de setembro de 2019. Foram coletados 1.000 questionários durante os 4 dias de evento da Game XP e 440 questionários na final do CBLoL, resultando em um total de 1.440 questionários coletados. </p>
					<p>A análise fatorial exploratória (<italic>Exploratory Factor Analysis</italic>, ou EFA) foi executada com o software SPSS Statistics (versão por assinatura). O método de Componente Principal com Fator de Rotação Oblimin foi usado para a extração. A metodologia proposta por <xref ref-type="bibr" rid="B23">Hair et al. (2010</xref>) foi seguida. Utilizou-se a MSA (<italic>Measurement Systems Analysis</italic>) para avaliar o ajuste da EFA. A análise fatorial confirmatória (<italic>Confirmatory Factor Analysis</italic>, ou CFA) foi realizada por meio do software AMOS versão 26. A multinormalidade das variáveis foi avaliada, item a item, avaliando-se a curtose independente e a curtose multivariada. Dado que não foi possível suportar a multinormalidade dos dados, optou-se por executar a CFA com o <bold>método</bold> ADF (<italic>Asymptotic Distribution-Free</italic>), que não exige uma distribuição normal de dados (<xref ref-type="bibr" rid="B29">Kline, 2005</xref>). Os modelos de mensuração para cada uma das escalas foram avaliados usando os índices de qualidade de ajuste subsequentes: Qui-quadrado <bold>χ2</bold>; Qui-quadrado normado <bold>χ2/</bold>gl; GFI (<italic>Goodness of Fit</italic>), RMSEA (<italic>Root Mean Square Error of Approach</italic>); PCLOSE (<italic>p of Close Fit</italic>); CFI (<italic>Comparative Fit Index</italic>, ou <bold>Índice de A</bold>juste Comparativo). O indicador Confiabilidade do Construto (<italic>Construct Reliability</italic>, ou CR) foi utilizado para avaliar a confiabilidade dos construtos. A validade convergente foi verificada para cada construto examinando-se o coeficiente padronizado de cada item e a Variância Média Extraída (<italic>Average Variance Extracted</italic>, ou AVE) de cada construto. A validade discriminante foi verificada comparando-se o quadrado da correlação entre os construtos com a AVE de cada construto.</p>
					<p>Para realizar o teste das hipóteses substantivas, as estimativas dos relacionamentos, variáveis latentes e erros de mensuração foi aplicada a Modelagem de Equações Estruturais (<italic>Structural Equation Modeling</italic>, ou SEM). Os autores também examinaram os sinais dos coeficientes de regressão dos <italic>paths</italic> do modelo conceitual. O modelo proposto é um modelo não recursivo, ou seja, quando há um efeito de retroalimentação ou causalidade recíproca, pois existem caminhos recíprocos entre duas variáveis endógenas no modelo (<xref ref-type="bibr" rid="B8">Bowen &amp; Guo, 2011</xref>). Nos modelos não recursivos os problemas de identificação podem aparecer com mais frequência do que nos modelos recursivos, tornando a identificação mais difícil de ser avaliada apenas por inspeção visual e uso de regras simples (<xref ref-type="bibr" rid="B6">Blunch, 2013</xref>). Portanto, para garantir a identificação nesses casos, os autores testaram o modelo para verificar se ele era capaz de satisfazer as condições de ordem e de classificação (<xref ref-type="bibr" rid="B29">Kline, 2005</xref>).</p>
				</sec>
			</sec>
			<sec sec-type="results|discussion">
				<title>5. Resultados e Discussão</title>
				<p>Dos 1.440 questionários coletados, 20 foram eliminados por identificação de falhas ou erros durante o processo de preenchimento, resultando em um número final de 1.420 questionários válidos, dos quais 1.255 foram respondidos por homens (88%) e 165 por mulheres (12%). Do total de respondentes, 1.327 (93%) se declararam fãs do Flamengo no futebol antes de começar a acompanhar o Flamengo nos eSports (Ver <xref ref-type="table" rid="t10">Tabela 1</xref>). Considerando a maior popularidade do futebol e do LoL entre o público masculino, apesar da indisponibilidade de dados oficiais que confirmem a frequência desses públicos nos eventos estudados, é possível considerar o desequilíbrio de gênero relatado como normal, refletindo a frequência observada nesse tipo de evento.</p>
				<p>
					<table-wrap id="t10">
						<label>Tabela 1</label>
						<caption>
							<title><italic>Perfil da Amostra</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col/>
								<col/>
							</colgroup>
							<thead>
								<tr>
									<th align="left">Item</th>
									<th align="left">Número</th>
									<th align="left">%</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left">Respondentes</td>
									<td align="left">1.420</td>
									<td align="left">100%</td>
								</tr>
								<tr>
									<td align="left">Gênero Masculino</td>
									<td align="left">1.255</td>
									<td align="left">88%</td>
								</tr>
								<tr>
									<td align="left">Gênero Feminino</td>
									<td align="left">165</td>
									<td align="left">12%</td>
								</tr>
								<tr>
									<td align="left">Já era fã do Flamengo no futebol antes de começar a acompanhar o Flamengo nos eSports</td>
									<td align="left">1.327</td>
									<td align="left">93%</td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN8">
								<p><italic>Fonte:</italic> Elaboração própria.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>As escalas utilizadas passaram por uma Análise Fatorial Exploratória inicial com a matriz resultante do exercício revelando apenas três fatores ao invés quatro, conforme sugere a literatura sobre as escalas utilizadas. A variância explicada desta execução inicial foi de 77,7%. Foi identificado um carregamento cruzado entre as dimensões IwFS e IwFeS, tornando-se necessária uma nova execução de análise fatorial exploratória. Na segunda execução, o número de fatores foi fixado em 4, com a variância explicada dos itens aumentando para 84,3%. Nesta EFA, a carga fatorial para todos os itens foi superior a 0,50, sem sobreposição identificada entre os fatores e sem cargas cruzadas identificadas. Os itens de cada uma das escalas geraram um único fator, uma indicação de que a extensão da variância do método comum é limitada. </p>
				<p>Uma CFA foi usada para confirmar o modelo de mensuração. Para decidir a técnica de estimação a ser utilizada, foram gerados histogramas de todas as variáveis e foi realizada uma análise dos indicadores de curtose e de curtose multivariada (item a item). O CR obtido na análise foi de 74,5, o que não permitiu sustentar a multinormalidade dos dados, portanto, a técnica ADF foi a melhor alternativa para a realização da CFA. O número de parâmetros estimados foi de 30, o que significa que com uma amostra de 1.420 casos, há 47,33 casos por parâmetro. </p>
				<p>Foram analisados os indicadores de ajuste Qui-quadrado, Qui-quadrado normado, GFI, CFI, RMSEA e PCLOSE. GFI e CFI, que estavam de acordo com a expectativa e as divergências nos parâmetros p-valor, Qui-quadrado normado, RMSEA e PCLOSE foram marginais (<xref ref-type="table" rid="t20">Tabela 2</xref>). Concluiu-se que o modelo com erros correlacionados apresenta um ajuste adequado à estrutura de dados subjacente.</p>
				<p>
					<table-wrap id="t20">
						<label>Tabela 2 </label>
						<caption>
							<title><italic>Resumo do Ajuste do Modelo Estrutural (Game XP e CBLoL combinados)</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col/>
								<col/>
								<col/>
								<col/>
								<col/>
								<col/>
								<col/>
							</colgroup>
							<thead>
								<tr>
									<th align="left">Indicadores de Ajuste</th>
									<th align="left">χ2</th>
									<th align="left">p-valor</th>
									<th align="left">χ2/df</th>
									<th align="left">GFI</th>
									<th align="left">CFI</th>
									<th align="left">RMSEA</th>
									<th align="left">PCLOSE</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left">Modelo Estrutural</td>
									<td align="left">227,129</td>
									<td align="left">0,000<sup>a</sup></td>
									<td align="left">4,732<sup>a</sup></td>
									<td align="left">0,971</td>
									<td align="left">0,956</td>
									<td align="left">0,051<sup>a</sup></td>
									<td align="left">0,364<sup>a</sup></td>
								</tr>
								<tr>
									<td align="left">Limites Sugeridos</td>
									<td align="left">&lt; possível</td>
									<td align="left">&gt; 0,05</td>
									<td align="left">&lt; 3,0</td>
									<td align="left">&gt; 0,9</td>
									<td align="left">&gt; 0,9</td>
									<td align="left">&lt; 0,05</td>
									<td align="left">&gt; 0,5</td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN9">
								<p><italic>Nota:</italic> 
 <sup>a</sup> Parâmetro fora dos limites esperados.</p>
							</fn>
							<fn id="TFN10">
								<p><italic>Fonte:</italic> Elaboração própria.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>A confiabilidade dos construtos do modelo foi verificada por meio do indicador CR. Todos os construtos do modelo apresentaram valores superiores a 0,875, o que sugere a confiabilidade dos mesmos. Os coeficientes padronizados dos itens da escala do modelo de mensuração gerados pela CFA foram analisados para verificar a validade convergente. Todos os itens apresentaram validade convergente satisfatória, acima de 0,60. A AVE, superior a 0,50, sugere convergência adequada para todos os itens (<xref ref-type="table" rid="t30">Tabela 3</xref>).</p>
				<p>A validade discriminante foi então analisada observando-se os coeficientes de correlação entre os construtos (parte superior da diagonal da <xref ref-type="table" rid="t30">Tabela 3</xref>), os quais não ultrapassam o limite de 0,85. Além disso, o quadrado da correlação entre os construtos é sempre menor que a AVE de cada construto (parte inferior da diagonal na <xref ref-type="table" rid="t30">Tabela 3</xref>), corroborando, assim, a validade discriminante.</p>
				<p>
					<table-wrap id="t30">
						<label>Tabela 3 </label>
						<caption>
							<title><italic>Análise Fatorial Confirmatória</italic></title>
						</caption>
						<table>
							<colgroup>
								<col span="5"/>
							</colgroup>
							<thead>
								<tr>
									<th align="center" colspan="5">Análise Fatorial Confirmatória | Estimativas Assintoticamente Livres de Distribuição </th>
								</tr>
                                <tr>
									<th align="center" colspan="5">Escala PAI (<italic>Points of Attachment Index</italic>) </th>
								</tr>
								<tr>
									<th align="left"> </th>
									<th align="left">Identificação com Esporte (Futebol)</th>
									<th align="left">Identificação com Time (Flamengo)</th>
									<th align="left">Identificação com eSport (LoL)</th>
									<th align="left">Identificação com Time (Flamengo eSports)</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left">Variável</td>
									<td align="left">CR = 0,922</td>
									<td align="left">CR = 0,896</td>
									<td align="left">CR = 0,966</td>
									<td align="left">CR = 0,876</td>
								</tr>
								<tr>
									<td align="left">IwS1</td>
									<td align="left">0,931</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwS2</td>
									<td align="left">0,875</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwS3</td>
									<td align="left">0,874</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwFS1</td>
									<td align="left"> </td>
									<td align="left">0,808</td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwFS2</td>
									<td align="left"> </td>
									<td align="left">0,826</td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwFS3</td>
									<td align="left"> </td>
									<td align="left">0,945</td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwLoL1</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left">0,954</td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwLoL2</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left">0,941</td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwLoL3</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left">0,957</td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left">IwFeS1</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left">0,793</td>
								</tr>
								<tr>
									<td align="left">IwFeS2</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left">0,791</td>
								</tr>
								<tr>
									<td align="left">IwFeS3</td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left">0,925</td>
								</tr>
								<tr>
									<td align="left">IwS</td>
									<td align="left"><bold>0,799</bold></td>
									<td align="left">0,695</td>
									<td align="left">-0,194</td>
									<td align="left">0,136</td>
								</tr>
								<tr>
									<td align="left">IwFS</td>
									<td align="left">0,483</td>
									<td align="left"><bold>0,743</bold></td>
									<td align="left">-0,120</td>
									<td align="left">0,293</td>
								</tr>
								<tr>
									<td align="left">IwLoL</td>
									<td align="left">0,038</td>
									<td align="left">0,014</td>
									<td align="left"><bold>0,904</bold></td>
									<td align="left">0,617</td>
								</tr>
								<tr>
									<td align="left">IwFeS</td>
									<td align="left">0,018</td>
									<td align="left">0,086</td>
									<td align="left">0,381</td>
									<td align="left"><bold>0,703</bold></td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN11">
								<p><italic>Nota:</italic> Nota: Os números em negrito na diagonal indicam o AVE; os números abaixo da diagonal mostram o quadrado das correlações entre os construtos; os números no topo da diagonal mostram as correlações entre os construtos.</p>
							</fn>
							<fn id="TFN12">
								<p><italic>Fonte:</italic> Elaboração própria.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>O teste das hipóteses do estudo foi realizado por meio da técnica SEM, a qual estima os caminhos estruturais hipotéticos do modelo conceitual. O modelo estrutural é mostrado na <xref ref-type="fig" rid="f20">Figura 2</xref>. </p>
				<p>
					<fig id="f20">
						<label><italic>Figura 2.</italic></label>
						<caption>
							<title>Modelo Estrutural.</title>
						</caption>
						<graphic xlink:href="1808-2386-bbr-20-02-176-gf20.jpg"/>
						<attrib><italic>Fonte:</italic> Elaboração própria.</attrib>
					</fig>
				</p>
				<p>A variância explicada das variáveis latentes endógenas foi de 49,1% para Identificação com o Flamengo no Futebol (Equipe esportiva tradicional) e 51,7% para Identificação com o Flamengo eSports. Os efeitos entre as variáveis latentes foram significativos para as relações entre (i) Identificação com LoL e Identificação com Flamengo eSports, (ii) Identificação com Futebol e Identificação com Flamengo no Futebol, e (iii) Identificação com Flamengo no Futebol e Identificação com Flamengo eSports. Assim, as hipóteses H1, H2 e H3 foram suportadas. A influência direta da Identificação com o Flamengo eSports e Identificação com o Flamengo no futebol não foi significativa, portanto, a hipótese H4 não foi suportada.</p>
				<p>Por se tratar de um modelo não recursivo, problemas de identificação podem aparecer com mais frequência (<xref ref-type="bibr" rid="B6">Blunch, 2013</xref>), assim, para garantir identificação nesses casos, é necessário satisfazer a condição de ordem e a de classificação (<xref ref-type="bibr" rid="B29">Kline, 2005</xref>). Como no modelo proposto existem duas variáveis endógenas no <italic>loop</italic>, cada uma delas deve ter pelo menos uma (2 - 1) variável excluída, que não tenha efeito de uma variável endógena. Assim, para identificação com o time de futebol do Flamengo, existe a identificação com o futebol, e para identificação com o time do Flamengo eSports, existe a identificação com <italic>League of Legends</italic>. Portanto, a condição de ordem é atendida. A condição de classificação também foi atendida, pois os padrões de efeito da identificação com o time de futebol do Flamengo são diferentes dos padrões de efeito da identificação com o time Flamengo eSports. Logo, a condição suficiente para a identificação de sistemas não recursivos seria que cada variável causal não recursiva, as variáveis em <italic>loop</italic>, constituíssem um ponto de entrada para uma variável instrumental que não possuísse outros pontos de entrada no sistema não recursivo. Com isso, todos os coeficientes estruturais no sistema seriam identificados (<xref ref-type="bibr" rid="B37">Mulak, 2009</xref>).</p>
				<p>O teste de hipóteses substantivas foi realizado examinando-se a significância dos caminhos entre os construtos para a verificação das hipóteses. Os resultados desse teste estão detalhados na <xref ref-type="table" rid="t40">Tabela 4</xref>. </p>
				<p>Os resultados obtidos permitem suportar a primeira hipótese, corroborando o efeito direto da influência da identificação do fã com o futebol na identificação do fã com o Flamengo. A variância explicada da identificação do fã com o Flamengo no futebol é de 49% para as amostras combinadas dos eventos. Este resultado está de acordo com a Teoria da Identidade Social. Por meio da identificação social, um grupo de indivíduos pode reforçar sua própria autoestima ao pertencer a um grupo que é valorizado pelo indivíduo (<xref ref-type="bibr" rid="B4">Ashforth &amp; Mael, 1989</xref>). Além disso, por meio da categorização social, os indivíduos enfatizam as semelhanças dentro do grupo e os valores comuns, enquanto destacam as diferenças em relação aos grupos externos, processo também conhecido como discriminação intergrupal (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Entre os fãs de esportes, a necessidade de filiação é um fator comum subjacente ao desejo de seguir uma modalidade esportiva, time ou jogador (<xref ref-type="bibr" rid="B31">Lee &amp; Armstrong, 2008</xref>; <xref ref-type="bibr" rid="B63">Wann et al., 2008</xref>). Portanto, faz sentido que indivíduos fãs de futebol busquem torcer por um time que reforce o mesmo comportamento individual.</p>
				<p>
					<table-wrap id="t40">
						<label>Tabela 4 </label>
						<caption>
							<title><italic>Hipóteses Test H1, H2, H3 e H4</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col/>
								<col/>
								<col/>
								<col/>
								<col/>
								<col/>
							</colgroup>
							<thead>
								<tr>
									<th align="left">Hipóteses</th>
									<th align="left">Path</th>
									<th align="left">Relação hipotética</th>
									<th align="left">Coeficiente Padronizado</th>
									<th align="left">CR</th>
									<th align="left">p-valor</th>
									<th align="left">Resultado</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left">H1</td>
									<td align="left"> </td>
									<td align="left">(+)</td>
									<td align="left">0,691</td>
									<td align="left">21,859</td>
									<td align="left">***</td>
									<td align="left">Suportado</td>
								</tr>
								<tr>
									<td align="left">H2</td>
									<td align="left">Identificação com Flamengo eSports Identificação com LoL</td>
									<td align="left">(+)</td>
									<td align="left">0,662</td>
									<td align="left">28,101</td>
									<td align="left">***</td>
									<td align="left">Suportado</td>
								</tr>
								<tr>
									<td align="left">H3</td>
									<td align="left">Identificação com Flamengo eSports Identificação com Flamengo Futebol</td>
									<td align="left">(+)</td>
									<td align="left">0,381</td>
									<td align="left">11,489</td>
									<td align="left">***</td>
									<td align="left">Suportado</td>
								</tr>
								<tr>
									<td align="left">H4</td>
									<td align="left">Identificação com Flamengo Futebol Identificação com Flamengo eSports</td>
									<td align="left">(+)</td>
									<td align="left">0,023</td>
									<td align="left">0,751</td>
									<td align="left">0,453</td>
									<td align="left">Não suportado</td>
								</tr>
								<tr>
									<td align="left"> </td>
									<td align="left">Identificação com Flamengo no Futebol</td>
									<td align="left">0,491<sup>a</sup></td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
								<tr>
									<td align="left"> </td>
									<td align="left">Identificação com Flamengo eSports</td>
									<td align="left">0,517<sup>a</sup></td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
									<td align="left"> </td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN13">
								<p><italic>Nota:</italic>
 <sup>
 <italic>
 <italic>a</italic> 
</italic> 
</sup> (R2) - variância explicada da variável latente.</p>
							</fn>
							<fn id="TFN14">
								<p><italic>Fonte:</italic> Elaboração própria.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>Os resultados obtidos também permitem suportar a segunda hipótese, corroborando o efeito direto da influência da identificação do fã com o LoL na identificação do fã com o Flamengo eSports. A variação explicada da identificação do fã com o Flamengo eSports é de 52% para as amostras dos eventos combinadas. Esse resultado está alinhado com o suporte à primeira hipótese e mostra comportamentos semelhantes para ambas as relações. A influência da identificação do fã com uma modalidade esportiva eletrônica na identificação do fã com uma equipe de eSports é semelhante à influência da identificação do fã com uma modalidade esportiva tradicional na identificação do fã com uma equipe esportiva. Pesquisas anteriores também contribuíram para identificar uma equivalência lógica entre eSports e esportes tradicionais que permite que pesquisadores de diferentes áreas estudem ainda mais os eSports a partir de uma perspectiva esportiva tradicional (<xref ref-type="bibr" rid="B12">Cunningham, et al., 2018</xref>; <xref ref-type="bibr" rid="B19">Funk et al., 2018</xref>; <xref ref-type="bibr" rid="B24">Hallmann &amp; Giel, 2018</xref>; <xref ref-type="bibr" rid="B26">Heere, 2018</xref>). O presente estudo está em linha com esses estudos anteriores, pois a aplicação da escala PAI foi bem-sucedida para medir a identificação de uma modalidade de eSports e a identificação de uma equipe de eSports.</p>
				<p>Os resultados também suportam a hipótese 3, sugerindo que a identificação do fã com o Flamengo influencia a identificação do fã com o Flamengo eSports. Especulações podem ser feitas, após verificar algumas das respostas às perguntas abertas, de que a marca Flamengo (no futebol) está no coração e na mente de muitos dos entrevistados, mesmo que não acompanhem tão de perto o cenário do futebol. Para muitos dos entrevistados, a existência de uma equipe de eSports com o nome Flamengo, uma marca familiar para muitos deles, é vista como positiva. Isso está de acordo com a identificação social, pois entende-se que esses aspectos do autoconceito de um indivíduo derivam das categorias ou grupos sociais dos quais ele se sente parte (<xref ref-type="bibr" rid="B55">Tajfel &amp; Turner, 1979</xref>). Muitos entrevistados disseram ser fãs do Flamengo, mesmo não acompanhando o futebol de perto. Com a equipe de LoL, muitos expressaram que agora poderiam apoiar o Flamengo regularmente. Como afirma <xref ref-type="bibr" rid="B61">Wann (2002</xref>), a identificação de um fã com o time pode até transcender o gosto pelo esporte, sendo a identificação com o esporte e a identificação com o time componentes distintos do autoconceito do indivíduo.</p>
				<p>Por fim, os resultados do presente estudo para a quarta hipótese sugerem que a influência da identificação do fã com um time de eSports do Flamengo não afeta a identificação do fã com o time de futebol do Flamengo, mesmo que façam parte do mesmo clube esportivo, sob a perspectiva dos entrevistados na Game XP 2019, assim como na perspectiva dos entrevistados na final do CBLoL 2019.</p>
				<p>Esse resultado é contraintuitivo em muitos níveis. A Teoria da Identidade Social propõe que os indivíduos se tornam emocionalmente investidos quando se trata de grupos dos quais fazem parte (<xref ref-type="bibr" rid="B59">Vinney, 2019</xref>). Se os indivíduos acreditam que sua equipe é percebida como superior às outras em termos de status, eles desenvolvem atitudes e comportamentos para fortalecer sua associação com a equipe (<xref ref-type="bibr" rid="B38">Murrell &amp; Dietz, 1992</xref>). Os fãs fortemente identificados com as equipes estabelecem laços emocionais com as organizações desportivas (<xref ref-type="bibr" rid="B50">Sutton et al., 1997</xref>), tendo essas organizações como uma parte fundamental de seu autoconceito (<xref ref-type="bibr" rid="B21">Gwinner &amp; Bennett, 2008</xref>). Além disso, conforme já mencionado, identificar um fã com a equipe pode até transcender o gosto pelo esporte, sendo a identificação com o esporte e a identificação com a equipe componentes distintos do autoconceito do indivíduo (<xref ref-type="bibr" rid="B61">Wann, 2002</xref>).</p>
				<p>Pode-se especular acerca da influência do Flamengo eSports sobre o futebol do Flamengo. O Flamengo é uma marca centenária, que em 2019 estava em uma fase muito boa em termos competitivos. O ano de 2019 ficou marcado na memória dos fãs do Flamengo como um dos maiores momentos da história do clube ao conquistar três importantes campeonatos (Carioca, Brasileiro e Libertadores da América). Embora se possa dizer que o Flamengo eSports também tenha tido um 2019 positivo, vencendo o CBLoL pela primeira vez após um desempenho muito forte na temporada, diferente de sua contraparte no futebol, o time de eSports está em sua infância, pois foi fundado em 2017 e conquistou apenas um título até 2019. Por esse fato, é difícil comparar como a identificação com um time recém-formado em uma modalidade de eSports em ascensão influenciaria a identificação do fã com um clube de futebol centenário, altamente tradicional e premiado. </p>
				<p>A avaliação também precisa levar em consideração que existe um salto geracional, já que os fãs de eSports normalmente são jovens e familiarizados com as tecnologias digitais, o que significa que os fãs de eSports do Flamengo talvez tenham características diferentes dos fãs do time de futebol do Flamengo, podendo criar dificuldades para a parcela de fãs mais antigos em relação à iniciativa do Flamengo nos eSports.</p>
				<p>Esse resultado também parece ir contra a crença do próprio clube. A entrada na arena dos eSports veio de uma demanda dos fãs mais jovens que perguntavam quando o Flamengo estaria presente no cenário dos eSports, embora desde o início, o projeto Flamengo eSports tenha dividido opiniões entre os fãs. Enquanto muitos fãs do eSports do Flamengo clamavam pela entrada do clube na cena e reagiam muito bem à iniciativa, uma fração dos fãs do esporte tradicional não recebia bem a ideia de seu time “gastar dinheiro do futebol” investindo em atletas de videogame (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>).</p>
			</sec>
			<sec sec-type="conclusions">
				<title>6. Conclusão</title>
				<p>O estudo foi desenhado para investigar a influência da identificação do fã de eSports em times esportivos tradicionais e vice-versa, especificamente nos casos em que há uma interseção de times de futebol e o mundo dos eSports. Os resultados empíricos permitem sustentar três das quatro hipóteses substantivas do estudo, mais especificamente: (i) a influência da identificação do fã com um esporte tradicional na identificação do fã com uma equipe esportiva; (ii) a influência da identificação do fã com um eSport na identificação do fã com uma equipe de eSports; (iii) a influência da identificação do fã com um time esportivo tradicional na identificação do fã com o time de eSports do mesmo clube. A quarta hipótese substantiva, a influência da identificação do fã com um time de eSports na identificação do fã com o time esportivo tradicional do mesmo clube, não pôde ser sustentada. Em relação à estratégia de marketing de apoio ao Flamengo eSports, o interesse do clube era entrar no novo campo dos eSports, estruturar um projeto para a criação de uma equipe de eSports, atrair patrocinadores endêmicos ou não endêmicos para realizar o projeto, que deveria ser autossustentável desde o início, a fim de atender à demanda do público mais jovem (<xref ref-type="bibr" rid="B35">Mackus, 2018</xref>). No entanto, este estudo mostra que a identificação do fã com um time de eSports do Flamengo não afeta a identificação do fã com o time de futebol do Flamengo, portanto, os profissionais de marketing devem estar atentos a esse comportamento e buscar maximizar seus investimentos levando em consideração o nível de influência de um time no outro. Pode-se especular que as marcas que patrocinam o time de futebol podem ter mais influência sobre os fãs do Flamengo eSports do que as marcas que patrocinam o time de LoL sobre os fãs do Flamengo.</p>
				<p>Para os profissionais ligados a clubes esportivos, a principal reflexão proporcionada pelos resultados deste estudo está relacionada à influência observada da identificação do time de futebol no time de eSports e a não observação da influência da identificação do time de eSports no time de futebol. Embora se saiba que a identificação do fã é uma combinação de muitas outras associações, é importante reconhecer o efeito direto, ou não, da identificação do fã entre equipes de um mesmo clube.</p>
				<p>No caso do Flamengo, a decisão de abrir uma filial em eSports foi tomada seguindo os objetivos declarados de: (i) expandir a área de atuação do Flamengo em linha com as tendências do mercado, principalmente voltado para os jovens; (ii) conquistar uma público já cativo do Flamengo no futebol e outros esportes, mas carente do Flamengo em uma de suas paixões, os jogos eletrônicos; (iii) conquistar públicos que são potenciais fãs do Flamengo, principalmente porque encontram nos jogos eletrônicos elementos de conexão com amigos e familiares mais ligados aos esportes tradicionais (<xref ref-type="bibr" rid="B40">Pacete, 2017</xref>). Nesse sentido, o estudo mostra que a identificação com o time de futebol pode, sim, trazer um público cativo do Flamengo no futebol para os eSports, porém o contrário não pode ser afirmado, pois a identificação com o Flamengo eSports não foi comprovada para influenciar a identificação com o futebol do Flamengo. Portanto, os clubes precisam entender essa relação e levá-la em consideração ao formular seus próprios objetivos para criar uma equipe de eSports. </p>
				<p>Para o Flamengo, a recomendação é reavaliar os motivos e objetivos para a criação do time de eSports. Se o Flamengo busca aumentar a base de fãs mais jovens do clube, a estratégia faz sentido, já que eSports é um fenômeno majoritariamente para a geração mais jovem, sendo a idade média de um jogador de <italic>League of Legends</italic> de 21 anos (<xref ref-type="bibr" rid="B17">ESPN Stats &amp; Info, 2017</xref>). No entanto, se a intenção do Flamengo é migrar os fãs de LoL para seu time de futebol, a estratégia pode não ser eficaz, conforme resultado desta pesquisa.</p>
				<p>Sugere-se que mais estudos sejam realizados para investigar essa relação, o que é especialmente importante para gestores de patrocínio esportivo e gestores de clubes esportivos que precisam avaliar a possibilidade de patrocinar, ou mesmo criar, um time de eSports com a intenção de atingir novos públicos e aumentar a identificação com outros esportes. </p>
				<sec>
					<title>6.1. Sugestões para Estudos Futuros</title>
					<p>O presente estudo investigou a influência da identificação do fã com a modalidade esportiva e a equipe no contexto dos campeonatos de futebol profissional e <italic>League of Legends</italic> no Brasil. Devido a esse perfil amostral, sugere-se que estudos futuros validem o modelo conceitual aqui proposto para outros esportes ou eSports, como basquete, vôlei, CS:GO, FIFA Soccer, entre outros.</p>
					<p>Dado que a quarta hipótese substantiva (a influência da identificação do fã com um time de eSports na identificação do fã com o time esportivo tradicional do mesmo clube) não pôde ser sustentada, uma análise qualitativa sobre os fãs do Flamengo também é recomendada. A recomendação se deve ao fato de que esse resultado é contraintuitivo em muitos níveis e a pesquisa quantitativa não fornece o contexto completo para entender o resultado obtido. A pesquisa qualitativa também pode expandir o alcance da teoria subjacente aqui aplicada. </p>
					<p>Também é importante mencionar que, no presente estudo, optou-se por controlar a amostra, restringindo a coleta de dados aos fãs de futebol e LoL do Flamengo, sendo todas as entrevistas realizadas na cidade do Rio de Janeiro. Sugere-se que estudos futuros validem o modelo conceitual proposto para outras equipes esportivas, que tenham presença em esportes tradicionais e eSports, com sede em outras cidades, ou mesmo países.</p>
					<p>O modelo conceitual proposto neste estudo poderia ser testado em outras situações para um clube poliesportivo. A identificação pode ser medida entre dois esportes, como futebol e basquete, ou dois eSports como LoL e CS:GO, por exemplo. Existem muitos exemplos de clubes poliesportivos, como o próprio Flamengo. Equipes com presença em mais de um esporte eletrônico também podem ser estudadas. A INTZ é um exemplo disso, com presença em LoL, CS:GO, <italic>Fortnite, Rainbow Six Siege</italic>, entre outros eSports. </p>
					<p>Ainda sobre o modelo conceitual, para garantir a validade nomológica do mesmo, os autores optaram por utilizar construtos estabelecidos na literatura esportiva. No entanto, a utilização de escalas de mensuração dos construtos supracitados para o domínio dos eSports ainda deve ser feita com certa cautela. Assim, se, por um lado, o presente estudo contribui para o campo de pesquisa por meio do uso e teste de escalas no domínio dos eSports, por outro, há a oportunidade de explorar novas formas de mensuração desses construtos. Recomenda-se, portanto, realizar pesquisas exploratórias para obter insights sobre novas variáveis que possam refletir melhor a identificação do fã de eSports. </p>
					<p>Além disso, percebe-se uma oportunidade de explorar em que medida o comportamento de consumo compulsivo de esportes tradicionais e eSports poderia influenciar o modelo proposto. Os autores recomendam o uso da escala “<italic>Compulsive Sport Consumption</italic>” de <xref ref-type="bibr" rid="B2">Aiken et al. (2018</xref>) para testar essa possível influência. Por fim, tendo em vista o perfil majoritariamente jovem e masculino dos fãs de eSports, sugere-se testar possíveis efeitos de moderação das variáveis “Grupo Etário” e “Gênero”.</p>
				</sec>
				<sec>
					<title>6.2. Limitações</title>
					<p>Este estudo apresenta limitações quanto à metodologia utilizada, visto que o modelo não considera a totalidade das variáveis que explicam a identificação do fã com a modalidade esportiva ou equipe. O processo de tradução reversa tem limitações, já que é quase impossível desenvolver uma tradução perfeita, podendo alguns itens diferir na interpretação em diferentes culturas. Como a coleta de dados foi auxiliada e realizada por meio de entrevistas orais por um grupo de entrevistadores, mesmo que todos os entrevistadores tenham sido treinados para a tarefa, isso implica na possibilidade da ocorrência de viés causado pelo entrevistador, o que representa outra limitação do presente estudo. </p>
				</sec>
			</sec>
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	</sub-article>-->
</article>