The purpose of this study is to verify the relationship between e-sports users and character interactions with offline consumers and character product purchase intentions. The subjects of the study were 201 users who had recently played League of Legends. The main conclusions drawn from the research results are as follows. Among e-sports user and character interaction characteristics, perceived personalization and perceived familiarity had a significant effect on consumer desire satisfaction, but perceived control did not have a significant effect on consumer desire satisfaction. Satisfaction of consumer needs, a parameter, had a significant effect on the dependent variable, intention to purchase goods. It is suggested that if this is reflected through this study, it will have a significant effect on satisfaction of needs and intention to purchase goods.This study defined perceived control, perceived individualization, and perceived familiarity as interaction between e-sports users and characters, and is meaningful in confirming the effect on the purchase intention of goods by satisfying consumer needs. In the current situation where online experiences are increasing, we expect studies that deal with the addition of various e-sports experiences, more diverse age groups, and factors.