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Why do people watch others play video games? An empirical study on the motivations of Twitch users

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Abstract

This study investigates why people choose to watch others play video games, on services such as Twitch. Through a questionnaire study (N = 1097), we examine five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release. Information seeking is shown to be positively associated with the amount of hours that users chose to spend on the service, as well as the amount of individual streamers they choose to watch. Furthermore, we find that tension release, social integrative and affective motivations are positively associated with how many hours people watch streams. We also find that social integrative motivations are the primary predictor of subscription behaviour. This study lays the groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams.

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... For instance, initiating cooperation with others may foster a cooperative reputation and facilitate reciprocal benefits, enhancing the initiators' market performance. Cooperation with others may also offer opportunities for social learning, thereby strengthening the initiators' production capabilities and competitive advantages in the market [6]. Yet, the nuanced effects of the three cooperation typeshyping, peering, and spreadingon initiators' market performance are unclear. ...
... For instance, livestreaming audience is shown to be motivated by utilitarian value, hedonic value, and social value [16]. While utilitarian value (e.g., usefulness) [16,17] and hedonic value (e.g., novelty) [6] are informational values materialized through livestreaming content, social value emerges from the benefits of the social interactions within a livestreaming channel. Through large-scale surveys, both Hilvert-Bruce et al. [16] and Sjöblom and Hamari [6] have found that audience is motivated to engage in behaviors, such as following, subscribing, and gifting, by social values, which include the attainment of new social ties and the enhancement of community belonging [1]. ...
... While utilitarian value (e.g., usefulness) [16,17] and hedonic value (e.g., novelty) [6] are informational values materialized through livestreaming content, social value emerges from the benefits of the social interactions within a livestreaming channel. Through large-scale surveys, both Hilvert-Bruce et al. [16] and Sjöblom and Hamari [6] have found that audience is motivated to engage in behaviors, such as following, subscribing, and gifting, by social values, which include the attainment of new social ties and the enhancement of community belonging [1]. In addition, researchers have found a positive impact of entertainment-and information-seeking motivations on the audience's time spent [15][16][17], which, in turn, facilitates their financial engagement (i.e., money spent) on livestreaming platforms [17]. ...
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This study explores widespread cooperation among live content creators on synchronous user-generated content (UGC) platforms. It introduces a typology of online cooperation-hyping, peering, and spreading-based on creators' relative popularity statuses and proposes a framework exploring resource-based cooperative strategies and the economic impacts of the three cooperation types. The study reveals varying effects of homophily-based and reciprocity-based strategies on the three cooperation types. The findings also highlight the network effects arising from cooperation and identify conflicting impacts of hyping on creator and platform growth. These findings offer essential insights for managing platform growth in the synchronous UGC market.
... The results highlight the essential role of hedonic value in fostering customer engagement, indicating that LSC users are mainly driven by emotional and entertainment-related factors [58]. This is consistent with observations that live streaming's appeal lies in co-creating enjoyment [41], connection, and an escape from routine [59], rather than purely transactional interactions. Contrary to expectations, utilitarian and symbolic values were not significant mediators linking social support to customer engagement. ...
... This finding highlights a unique aspect of LSC, where hedonic value outweighs functional or status-related factors [58]. It appears that LSC viewers prioritize experiences that fulfill emotional needs and offer pleasure [59], which in turn shapes their engagement patterns [58]. ...
... These insights enhance the understanding of LSC dynamics by emphasizing the crucial role of emotional needs [59] and detailing the pathways through which social support fosters customer engagement. ...
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This research leverages social support theory to examine how informational and emotional support affect customer engagement in live streaming commerce (LSC), emphasizing the mediation effect of perceived value. Specifically, this study explores how these types of support influence perceptions of symbolic, utilitarian, and hedonic value. The study establishes its conceptual framework by analyzing 762 valid surveys from Chinese LSC consumers using SPSS and SmartPLS. Findings reveal that customer engagement is influenced by customers' perceptions of symbolic, utilitarian, and hedonic value in LSC, with social support significantly impacting perceived value. Notably, hedonic value is critical in LSC, mediating the interaction between customer engagement and both types of social support. These insights offer strategic guidance for sector professionals, highlighting the importance of fostering social support to enhance user engagement. The study also underscores the need for platforms and brands to focus on creating engaging and value-driven content to build a loyal customer base. By understanding the intricate dynamics of social support and perceived value, businesses can better navigate the evolving landscape of LSC.
... Sjöblom and Hamari, (2017) [6], argue that streamers' audiences are influenced to keep watching them for their video game skills, making these audiences return to the streaming. ...
... Second, in "Why do people watch others play video games? An empirical study on the motivations of Twitch users", Sjöblom and Hamari (2017) [6] demonstrate that engaging in information search is positively correlated with the time users spend on the platform and the number of individual streamers they choose to watch. In addition, we found that stress release and affective and social integrative motivations are positively associated with the number of hours people watch broadcasts. ...
... Viewers, in turn, often perceive streamers as more relatable and accountable than political figures on other social media platforms [11]. Additionally, Twitch streamers rely heavily on audience interaction for both content creation and financial support, creating a feedback loop that emphasizes the audience's role in shaping political discourse on the platform [12]. While the spread of political speech into streaming media is not new [1], Twitch's technological affordances create a distinctive environment for these interactions. ...
... The other important trait of Twitch is that the creation of the content is also dependent on viewers at the same time. Not to mention the audience is a source of revenue that streamers are making [27], their content creation itself is also inherently dependent on viewers and their chat posts because of the real-time nature of live streaming [12]. Viewers' reactions during live streaming are crucial for political content creators, as their content tends to be talk show-oriented and requires smooth communication with viewers through streaming chat. ...
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As new technologies rapidly reshape patterns of political communication, platforms like Twitch are transforming how people consume political information. This entertainment-oriented live streaming platform allows us to observe the impact of technologies such as “live-streaming” and “streaming-chat” on political communication. Despite its entertainment focus, Twitch hosts a variety of political actors, including politicians and pundits. This study explores Twitch politics by addressing three main questions: 1) Who are the political Twitch streamers? 2) What content is covered in political streams? 3) How do audiences of political streams interact with each other? To identify political streamers, I leveraged the Twitch API and supervised machine-learning techniques, identifying 574 political streamers. I used topic modeling to analyze the content of political streams, revealing seven broad categories of political topics and a unique pattern of communication involving context-specific “emotes.” Additionally, I created user-reference networks to examine interaction patterns, finding that a small number of users dominate the communication network. This research contributes to our understanding of how new social media technologies influence political communication, particularly among younger audiences.
... Some researchers have adopted a useand-gratification perspective for studying viewing motivation. Sjöblom and Hamari (2017) used questionnaire responses to identify five types of viewer motivation: cognitive, affective, personal integrative, social integration, and tension release. Here and in other studies of streaming audience satisfaction and motivations, analytical frameworks have generally assumed or described all streaming participants as video game lovers and players, with the games occupying central positions in terms of performance and viewing. ...
Conference Paper
The focus of this paper is on the spectating phenomenon of live streaming gameplay, which has been described as “marginal.” After reviewing important non-gaming factors capable of bringing game streaming from the analytical margins to the center, we discuss the larger context in which game streaming is embedded, plus its implications. Data were gathered via in-depth interviews with game stream viewers, analyses of game streaming-related forum posts, and an online survey. According to our observations, game streaming should not be viewed as only a game-related phenomenon or extended gameplay practice, but also as a type of cross-media entertainment involving multiple media consumption characteristics—a form of stage performance, a space for social interaction, and as entertainment similar to hosted variety shows and reality television. Consumers tend to move among multiple streaming activities serving assorted media functions in search of entertainment, with their identities changing according to personal time restrictions and social situations.
... Cheung and Huang (2011), for example, used the StarCraft series (Blizzard Entertainment 1998-2015 and its fandom to develop archetypes of spectators in the context of e-sports in physical and digital environments (in-game spectatorship). Sjöblom and Hamari (2016) apply the Use and Gratification Theory (UGT) to address the experience of the game spectator and the objectives and pleasures of watching games. And more recently, Orme (2021) performed a qualitative analysis of the motivations of "just watchers", addressing the constraints that make someone want to watch, but not play video games. ...
Conference Paper
Understanding streaming platforms as capable of supporting and promoting new languages, trends, and online consumption practices, this article relates game media itself to cultural phenomena and social processes around play-watch activities in game streams on Twitch.tv. Analyzing the materiality (structure, affordances, socio-technical and economic aspects) of the leading platform in the live streaming market, we carry out a preliminary understanding of how these digital territories influence and harbor experiences of watching and playing games. Addressing the tools and uses of Twitch.tv, we present concepts that help us understand practices within the community that transcend watching and modify gaming – the sociability in participatory communities of play (Hamilton et al. 2014), the co-creation in multiplayer entertainment (Shear 2019), and the interactivity and agency in crossplay –, as well as the role of the industry and its neoliberal agenda on shaping game spectatorship and domesticating subversive conducts in the game of watching.
... Since its launch in 2011, the live streaming platform Twitch has continually expanded its mechanisms for monetizing interactions between content creators and their viewers. While numerous studies document the motivation of viewers (Sjöblom, et. al. 2017;Wulf, et. al. 2020), experiences of live streamers (Taylor, 2018;Sjöblom, et. al., 2019;Woodcock & Johnson, 2019), and platform policy (Partin, 2020;Poell, et. al., 2022), an explanatory framework and a clear timeline of functional changes on Twitch is still missing. Tracking Twitch changes can shed light on what motivates them, and what ...
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Since its launch in 2011, the live streaming platform Twitch has continually expanded its mechanisms for monetizing interactions between content creators and their viewers. While numerous studies document the motivation of viewers (Sjöblom, et. al. 2017; Wulf, et. al. 2020), experiences of live streamers (Taylor, 2018; Sjöblom, et. al., 2019; Woodcock & Johnson, 2019), and platform policy (Partin, 2020; Poell, et. al., 2022), an explanatory framework and a clear timeline of functional changes on Twitch is still missing. Tracking Twitch changes can shed light on what motivates them, and what is likely to influence the platform going forward. The literature on Twitch platform policy focuses mainly on how the platform mimics features that were first introduced by users, a process Partin (2020) called “envelopment”. However, we argue that there are two important parallel mechanisms that motivate change. First, via competition, Twitch copies features from other platforms. Second, via realignment, Twitch meets user demands for changes on the platform. This process of strategic cooptation of features via envelopment, competition, and realignment, is what we call adaptive governance. It is this holistic approach of adaptive governance that remains a blind spot in the literature and which this article aims to give a first description of.
... This research suspects that the streamers may unknowingly enhance the suspense in their playthroughs through their commentary. They pointed out lore, foreshadowing, and other narrative elements that the viewers might have missed on their own [7]. In this way, streamers can take what the video game provides, such as subtle hints of danger, and expand upon them to make the game appear more challenging and the stakes seem higher to their viewers, even if the consequences for failure are not severe [8]. ...
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This research aimed to explore the impact of streamer commentary on the playthrough viewer's emotional experience in single-player narrative-driven games. This study used quantitative and qualitative approaches by surveying and interviewing 34 people who regularly watch playthroughs. They were asked to watch three different playthroughs of "No Snake Hotel," a 2022 horror game chosen for its brevity and simplicity, with several visual and audio cues containing lore and foreshadowing. The playthroughs were categorized as no commentary, casual commentary, and thorough commentary. The study identified 15 key commentary opportunity points in the game, 6 of which were narrative foreshadowing that can help build suspense. The casual commentary playthrough interacted with 5 out of 15 commentary opportunity points and none of the foreshadowing, while the thorough commentary playthrough interacted with 13 out of 15 commentary opportunity points and all the foreshadowing. No commentary playthrough was deemed scarier by 73.5% of participants. However, 94.1% of participants preferred the two playthroughs with commentary. The minority of participants, 5.9%, who preferred no commentary, wanted to preserve the tone. In contrast, 70.6% of participants who preferred thorough commentary stated that this playthrough provided them with suspense-related emotions such as excitement, apprehension, and anxiety.
... The study confirmed that the level of social presence affects the number of views, interactions and viewer engagement, considering the role of streamer attractiveness. A survey of 386 viewers used the metrics of sense of community (Sjöblom & Hamari, 2017), emotional support, interactivity (Chen & Lin, 2018), social presence (Gefen & Straub, 2004), streamer attractiveness and intention to watch based on a Likert scale (1 to 5). Data were analysed using structural equation model (SEM) and partial least squares method (PLS-SEM), with reliability and validity checks (Cronbach's α and CR). ...
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The aim of this study was to create a new, comprehensive methodology for assessing the quality and performance of video broadcasts using virtual human technologies. The research methodology included analysing existing methodologies and adapting them to the specifics of virtual hosts. New evaluation tools were developed, considering parameters such as technical quality, emotional support, interactivity, social presence, streamer attractiveness and intention to continue watching. The main results of the study showed that technological aspects of video streaming have a significant impact on viewers’ perception of such videos. High video and audio quality, and broadcast stability increase audience satisfaction and engagement. In addition, the emotional interaction between the virtual host and the audience promotes a deeper understanding and increases trust. The interactivity and social presence of the virtual host create a sense of community and engagement, which positively affects the overall perception of the broadcast. Viewers’ self-efficacy, information overload and cognitive dissonance factors were also examined, which helps to better understand the psychological state of viewers. The findings suggest that in order to achieve a high level of authenticity and trust in virtual influencers, it is necessary to consider technological aspects, aesthetic aspects, the level of trust in the host, parameters of its audience (their motivations, cultural and personal characteristics that can affect the specifics of assessing the quality and effectiveness of the broadcast), parameters of the host itself (realism, emotional expressiveness, interactivity, presence, and absence of humour, and so on). The proposed methodology allows for a comprehensive assessment of all these parameters, contributing to the improvement of the quality and effectiveness of live broadcasts with virtual hosts
... Pellicone et al. [21] conducted a qualitative study of an online forum about game streaming and found that a key attribute of streaming is the development of a unique attitude and persona as a gamer. Sjoblom et al. [32] investigated why viewers watch others play video games, and showed that tension release, social integration, affective motivations, and information seeking impacted the hours spent watching, subscription behavior, and the number of streamers watched. Similarly, Gross et al. [6] investigated how motivations influence user's gratifications on watching live streaming on Twitch.tv, ...
Preprint
Despite gaining traction in North America, live streaming has not reached the popularity it has in China, where livestreaming has a tremendous impact on the social behaviors of users. To better understand this socio-technological phenomenon, we conducted a mixed methods study of live streaming practices in China. We present the results of an online survey of 527 live streaming users, focusing on their broadcasting or viewing practices and the experiences they find most engaging. We also interviewed 14 active users to explore their motivations and experiences. Our data revealed the different categories of content that was broadcasted and how varying aspects of this content engaged viewers. We also gained insight into the role reward systems and fan group-chat play in engaging users, while also finding evidence that both viewers and streamers desire deeper channels and mechanisms for interaction in addition to the commenting, gifting, and fan groups that are available today.
... Live chat primarily serves as a platform for viewers to express their sentiments and thoughts about a sport occasion and exchange game-relevant information such as game statistics, rosters, and events themselves (Scheibe et al., 2016). One of the primary motivations to engage in live chat is driven by information-seeking desire (Hilvert-Bruce et al., 2018;Sjöblom & Hamari, 2017) and emotional sharing to enhance positive feelings during media consumption (Luo et al., 2020). ...
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Social Live Streaming Services (SLSSs) have emerged as a novel distribution channel for mediated sports, necessitating an exploration of their impacts on viewers’ flow experiences. This study integrates flow theory and the limited capacity model to assess the extent to which interactive elements, specifically live chat and streamer presence, contribute to viewers’ flow experiences under different suspense levels. The findings revealed that the live chat positively affected viewers’ flow, while streamer presence had a negative impact. Moreover, under low suspense conditions, both informational and emotional messages were positively correlated with flow, whereas only emotional messages exhibited a positive impact on flow under high suspense conditions. Notably, the negative impact of streamer presence on flow remained consistent regardless of suspense conditions. This study expands existing knowledge on flow within the context of SLSS and provides insights for practitioners seeking to strategically leverage SLSSs as an effective distribution channel for mediated sports.
... In addition to YouTube, live streaming platforms have introduced new dimensions to PSI and PSR. Sjöblom and Hamari (2017) explore the motivations behind viewership on these platforms, identifying key factors such as cognitive, affective, social integrative, personal integrative, and tension release. Their findings highlight the complex nature of audience engagement in digital media. ...
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This study investigates the dynamics of digital intimacy and parasocial phenomena within VTuber audiences, focusing on a predominantly young, Asian demographic characterised by high engagement levels. Utilising the Uses and Gratifications Theory, the research identifies key motivations driving audience interaction with VTubers, including cognitive, affective, personal integrative, social integrative, and tension release needs. A novel finding of this study is the bi-directional communication between audiences and VTubers, facilitated by instant chats, which mirrors real-life social interactions more closely than traditional one-way parasocial interactions. The inclusion of the "naka no hito" emphasises the significance of human elements in virtual interactions, underscoring a preference for maintaining connections within the digital realm rather than transitioning to real-world relationships. These insights highlight the transformative role of VTubers in redefining digital intimacy and human connection in an increasingly virtual society.
... Twitch.tv is a platform that provides affordances for live streaming, established in 2011 as the spin-off dedicated to gaming of Justin.tv and acquired by Amazon in 2014. Although the range of streams available on Twitch has widened to include non-gaming content, the platform's identity remains rooted in gaming culture and its success lies in inventing a new way to share the experience of playing video games, with a streamer who broadcasts and comments in real-time their gameplay, interacting with the spectators through a live text chat (Gandolfi, 2016;Sjöblom & Hamari, 2017). Twitch is a space that 'brings back' corporeality into gaming (Anderson, 2017) through an interface that lets the streamer broadcast at the same time the game they are playing and themselves playing it 23 . ...
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Women’s entrance into male-dominated spaces has always been a contentious process, fraught with conflicts surrounding the legitimacy of their participation. This paper aims to offer an account of those conflicts in the field of gaming and geek culture through the lens of the spiral of silence theory. In light of this frame, we can see the history of women’s presence in this social field as composed of four phases. In Phase 1 (1980-2010), gaming was established as a masculine space, where women could gain conditional acceptance only as long as they refrained from voicing issues related to their identities and experiences. In Phase 2, the spiral of silence started to be broken during the wave of “geek feminism” of the early 2010s, when online communities gave voice and visibility to women participating in the culture. In Phase 3, misogynistic backlash erupted in the form of #GamerGate (2014), a campaign of harassment that portrayed gaming culture as under threat from feminists and “social justice warriors”. Today, we are living through Phase 4, where the conflicts around women’s presence have found a new battleground on Twitch.tv, which we explored through interviews with gaming streamers and netnographic observation of their channels. Our aim is to bring into relief how the cultural codes inherited from geek culture and the affordances of the platform coalesce to create an often-hostile environment for women, who must perform different forms of emotion management in order to establish themselves as legitimate actors against sexist expectations.
... Además del entretenimiento y la búsqueda de información (Sjöblom y Hamari, 2017), los usuarios se sienten atraídos por la interacción social para conocer a nuevas personas y el sentido de pertenencia a una comunidad (Chen y Lin, 2018;Anderson, 2017). También se destaca la atracción que generan mecanismos como la emoción de la probabilidad y la satisfacción de obtener recompensas a través del juego (Abarbanel y Johnson, 2020). ...
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Introducción: Twitch se ha consolidado como nuevo escaparate de todo tipo de comunicadores. No obstante, la percepción sobre las emisiones en esta plataforma dista de la imagen del periodismo profesional. Por ende, esta investigación tiene como objetivo determinar si el periodismo practicado en Twitch es de carácter amateur o si se asemeja más al profesional. Metodología: El estudio se centra en el análisis de contenido de perfiles de periodistas y medios digitales en Twitch, identificando similitudes y contrastes con lo que se realiza en entornos profesionales y estudiando elementos y formas empleadas. Resultados: A pesar de operar en una plataforma cuyo público principal está compuesto mayoritariamente por jóvenes, tanto los periodistas como los medios digitales desempeñan una labor profesional que se evidencia en los elementos formales y en los contenidos, alejándose de los estereotipos comúnmente asociados a las transmisiones en Twitch. Discusión: Los resultados confirman los de análisis previos que apuntaban a la formalidad de algunas retransmisiones y apuntan nuevas vías de investigación. Conclusiones: La capacidad de esta plataforma para fomentar la interacción entre periodistas y audiencia, la diversidad temática y su alcance global la convierten en un medio ideal para llegar a nuevas audiencias sin comprometer la calidad informativa.
... Commoditization refers to the phenomenon where platforms exploit the trend towards participatory culture and the audience's aspiration for visibility. 93 As an illustration, viewers invest in subscriptions to acquire badges that become visible to fellow viewers adjacent to their usernames. 94 A study by Johnson and Woodcock revealed that Twitch has established a reliable profit model, upon which streamers can depend, to generate income and formulate novel monetization approaches, while simultaneously upholding both cooperative and adversarial interactions with the platform. ...
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Purpose This paper proposes a structural model that explores the relationship between game/esports streamers’ credibility dimensions and viewers’ willingness to spend money (WTP) on online games. The study seeks to uncover the underlying mechanisms in this relationship by drawing on the source credibility model, social identity theory and S-O-R framework. Design/methodology/approach The study utilized an online survey conducted through Qualtrics survey software to validate the proposed framework. The sample ( N = 612) consisted of viewers of a Turkish esports live streamer with a substantial following on both Twitch and YouTube. The main research framework was tested using AMOS 22, and the serial mediation analyses were done using Process v3.0 on SPSS. Findings The findings of this study are significant, revealing that streamer credibility (SC) factors – trustworthiness, attractiveness and expertise – have a profound impact on the response variables purchase intention (PI) and WTP through streamer identification (STI). Moreover, the study uncovers that the time spent watching the streamer significantly influences WTP for games, a crucial insight for the gaming industry. Practical implications By bridging the realms of social identity theory and the source credibility model within the context of game streaming, this study charts new territory in understanding the intricate web of factors shaping consumer behaviour in live-stream gaming environments. It highlights the multifaceted nature of viewer-streamer interactions and their implications for marketers and industry stakeholders seeking to navigate the expanding landscape of live stream commerce. Originality/value This paper offers a novel structural framework that synthesizes multiple perspectives to investigate the relationship between esports streamers’ credibility and viewers’ spending behaviour. By incorporating concepts from the source credibility model, social identity theory and S-O-R framework, the study not only expands upon existing theories of identity in the streaming domain but also provides a comprehensive understanding of the factors influencing consumer behaviour in online gaming environments.
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Background Gambling content on streaming platforms has gained popularity. Given their intense, cue-laden nature, watching gambling streams may trigger cravings among viewers. At the same time, people who gamble may be motivated to watch gambling streams in an attempt to regulate their cravings. Methods We tested these ideas across two preregistered online studies, recruiting i) people who gamble to compare a subgroup of gambling stream viewers with non-viewers (Study 1; n viewers = 221, n non-viewers = 642), and ii) a group of gambling stream viewers (Study 2; n viewers = 271). Results Gambling stream viewers were younger, tended to identify as men, and displayed higher levels of problem gambling and gambling cravings compared to non-viewers. Problem gambling severity was correlated positively with both the motivation to use gambling streams to regulate cravings and with cravings elicited by watching gambling streams. Discussion Our findings indicate that while viewers with higher levels of problem gambling may use gambling streams to regulate their cravings, doing so might evoke cravings.
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While the literature on esports is growing exponentially, little work has been undertaken into understanding the reasons that lead viewers to buy sponsored products and demonstrate engaged and loyal behaviours towards players and brands. Based on social identity theory, this work explores the effects of viewers' identification with players/teams and viewer communities on their purchase intentions, behavioural engagement and behavioural loyalty. Based on responses made by 396 esports viewers, a theoretical model is validated using PLS-SEM. The results indicate that viewers’ identification with esports players/teams influences their identification with communities, which affects three viewer behaviours: intention to buy sponsoring brands, behavioural engagement and behavioural loyalty towards the player and/or team. Viewers’ identification with the community mediates the effects of their identification with players and teams. This is among the first studies to use social identity theory to explain the behaviours of esports’ viewers towards esports, players, teams and sponsoring brand.
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This study investigates the impact of distributed streams on viewer engagement. Using the difference-in-differences (DiD) method, viewer engagement is analyzed based on whether the stream contains game updates. The research dataset contains 2,063 videos randomly selected from 130 streamers from January to March 2024. This study investigates the relationship between streaming releases and viewer engagement by tracking daily viewer growth and controlling for variables such as streaming account age, number of past followers, and number of existing videos. Research results show that streaming media that reflects game updates can initially increase viewer engagement, a key performance indicator that supports decision making. This study contributes to the management accounting and accounting information system literature by emphasizing the need for management control systems to incorporate viewer engagement metrics. This integration aids in making informed decisions within the streaming industry and highlights the critical role of data analytics in improving performance. Data Availability: Data will be made available on request. JEL Classifications: L82; L86; M31; O33.
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La presente revisión tiene como objetivo describir las implicaciones educativas que tiene la tecnología digital y su consumo en los jóvenes. Se procede a conceptualizar y poner en contexto los términos: eSport, e-sport, videojuegos y deportes electrónicos y su relación con la agresividad, el género, las consecuencias psicológicas, y las posibilidades derivadas de su uso y aplicación en el entorno de la educación se explora la agresividad en los videojuegos, exponiendo que pueden implicar un aprendizaje basado en la influencia causal en la agresión grave posterior; que los jóvenes con niveles altos de agresión pueden ser atraídos por la violencia de los videojuegos y que la correlación entre el videojuego y la agresividad puede ser causada por variables subyacentes. Por otro lado, la presencia femenina es baja, los hombres juegan semanalmente y durante más tiempo. La brecha de género está presente en factores como la experiencia, el rendimiento y las habilidades de juego. Por último, se analizan las consecuencias psicológicas del uso de videojuegos. En ellas se expone que el uso de videojuegos está asociado con mayor nivel de habilidades intrapersonales, mayor control del estrés y una baja habilidad interpersonal. Como conclusión, respaldamos la necesidad de aumentar los estudios experimentales, longitudinales y correlacionales para aclarar los comportamientos y consecuencias de los jóvenes jugadores en el uso de los videojuegos, lo que permitirá en un futuro delimitar con mayor precisión las implicaciones educativas de la tecnología digital.
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This research examines United Arab Emirates (UAE) university students’ electronic sports habits and motivations using the theory of uses and rewards and the motivation scale for sports consumption (MSSC). A deliberate sample of 172 participants was surveyed using an electronic questionnaire to give their perspectives on various electronic sports-related topics. Most respondents considered e-sports a serious sport and valued it as a social practice. They practiced e-sports for two to four hours daily, preferring multiplayer games, confirming the collective tendency. Live-streaming services have helped electronic sports to become mainstream. Considering the UAE’s enthusiasm, most respondents played e-sports professionally. Finally, indirect realization, aesthetics, and escapism motivated e-sports players. These findings shed light on the perspectives and experiences of UAE residents who participate in electronic sports and may be used to guide efforts to legitimize and mainstream the activity.
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Provides a nontechnical introduction to the partial least squares (PLS) approach. As a logical base for comparison, the PLS approach for structural path estimation is contrasted to the covariance-based approach. In so doing, a set of considerations are then provided with the goal of helping the reader understand the conditions under which it might be reasonable or even more appropriate to employ this technique. This chapter builds up from various simple 2 latent variable models to a more complex one. The formal PLS model is provided along with a discussion of the properties of its estimates. An empirical example is provided as a basis for highlighting the various analytic considerations when using PLS and the set of tests that one can employ is assessing the validity of a PLS-based model. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Digital games have become a popular form of media entertainment. However, it remains unclear whether a canon of accepted knowledge and research practices has emerged that may define an independent field of research. The present study is a collaborative effort to analyze the outlines of digital games research (DGR) through a survey among the membership of three institutionalized structures focusing on the study of digital games (ICA Game Studies IG, ECREA TWG Digital Games Research, and DiGRA). The study reveals relatively homogeneous viewpoints among games researchers, even regarding controversial aspects of digital games. It mirrors the mainstream scholarly views on contentious issues of a recently emerged field within communication studies.
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Using a technology acceptance model (TAM) and uses and gratification theory (U&G) as primary theories, this exploratory study investigates what factors promote or hinder the use of video sharing websites. Theoretically, this study attempts to examine the integration of TAM and U&G with other perceptions of video sharing sites and consumer characteristics. Practically, the investigation provides video sharing websites with insights into the appeal of their sites to audiences. In addition, this study may help offline video media counter the threats from the drastic growth of video sharing websites. The findings concludes that those males who use the Internet for emotional pleasure and excitement, perceive video sharing websites to have greater usefulness, ease of use, substitutability, and content variety are more frequently using video sharing websites. With respect to service evaluation factors, content variety appears to mitigate the negative effects of content quality, loading speed, screen size, display resolution, and audio quality on video sharing websites.
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This study investigates the interactivity construct in terms of its antecedents (i.e., motivations for using the Internet) and consequences (i.e., attitude toward the site, attitude toward the brand, and purchase intention). A structural equation model was developed for an empirical test, based on uses and gratification theory applied to the interactivity context. A sample of 385 college students in the United States and Korea participated in the experiment. The findings suggest that consumers who have high information motivations are more likely to engage in human-message interaction on a Web site, whereas social interaction motivations are more strongly related to human-human interaction. Both human-message and human-human interactions had a positive effect on attitude toward the site, which leads to positive attitude toward the brand and purchase intention.
Article
More recently, 3D graphical environments on the Internet, that is virtual worlds, have moved to the center of scientific interest. Since virtual worlds are suggested to mold social computing, research has predominately focused on collaborative virtual worlds. Yet, virtual worlds increasingly move to competitive environments leaving operating businesses with the question as to what to offer in order to fulfill customers’ needs. To close this knowledge gap, we examine competitive virtual worlds in terms of eSports services intrinsically tying cooperation and competition; we illuminate competitive and hedonic need gratifications of continuous eSports use. We apply Uses and Gratifications theory reporting on ten in-depth expert interviews as well as survey data collected from 360 eSports players. We reveal that both competitive (competition and challenge) and hedonic need gratifications (escapism) drive continuous eSports use.
Article
This research examines users’ motives for adopting and using social networking sites (SNSs), with the aim of providing a better understanding of the fundamental reasons behind SNS adoption behavior. To uncover the relationship between the attributes of SNSs and users’ perceptions of their consequences and values, this study integrates a means–end approach with uses and gratifications theory and thereby extends the technique to a communication media selection context. Laddering interviews identify users’ perceptions of five attributes, 10 consequences, and four values associated with SNS adoption (i.e., Facebook). The results show that belonging, hedonism, self-esteem, and reciprocity are the four main values users attain through SNS adoption. Furthermore, the chains associated with SNS adoption can be represented in a hierarchical value map. This study should help practitioners design online communication platforms that more closely fit their users’ needs and provide users with safer, more friendly, and thus more attractive environments.
Article
This study examined the impact of mobile communications on interpersonal relationships in daily life. Based on a nationwide survey in Japan, landline phone, mobile voice phone, mobile mail (text messaging), and PC e-mail were compared to assess their usage in terms of social network and psychological factors. The results indicated that young, nonfamily-related pairs of friends, living close to each other with frequent face to-face contact were more likely to use mobile media. Social skill levels are negatively correlated with relative preference for mobile mail in comparison with mobile voice phone. These findings suggest that mobile mail is preferable for Japanese young people who tend to avoid direct communication and that its use maintains existing bonds rather than create new ones.
Article
Internet sites such as YouTube represem importam changes in the way in which video content can be delivered. YouTube lets viewers access videos on demand and makes it easy for them to share videos with others. The unique nature of on-demand user-supplied video content is of particular interest to the electronic publishing community because of the relative ease with which videos can be produced, uploaded, and shared. Users are now active participants in the media distribution chain. Because users play an active role in the production, distribution, and receipt of YouTube's media content (e.g., creating, sharing, and viewing), it is appropriate to examine YouTube use from an audience-centered perspective. One such approach is a theoretical framework called "uses and gratifications." It is used in this study to look at how college students view and share news content on the YouTube Web site. We found that different motives predicted watching and sharing different types of news-related content. Viewers of news in a more traditional format were doing so primarily for information reasons; viewers of news in comedy and satire formats were doing so primarily for entertainment. Interpersonal communication motives predicted sharing of news videos on YouTube. The results suggest that viewers may be driven by one set of motives for watching news clips on YouTube, and a different set of motives for sharing them.
Article
The statistical tests used in the analysis of structural equation models with unobservable variables and measurement error are examined. A drawback of the commonly applied chi square test, in addition to the known problems related to sample size and power, is that it may indicate an increasing correspondence between the hypothesized model and the observed data as both the measurement properties and the relationship between constructs decline. Further, and contrary to common assertion, the risk of making a Type II error can be substantial even when the sample size is large. Moreover, the present testing methods are unable to assess a model's explanatory power. To overcome these problems, the authors develop and apply a testing system based on measures of shared variance within the structural model, measurement model, and overall model.
Article
Some mass communications scholars have contended that uses and gratifications is not a rigorous social science theory. In this article, I argue just the opposite, and any attempt to speculate on the future direction of mass communication theory must seriously include the uses and gratifications approach. In this article, I assert that the emergence of computer-mediated communication has revived the significance of use and gratifications. In fact, uses and gratifications has always provided a cutting-edge theoretical approach in the initial stages of each new mass communications medium: newspapers, radio and television, and now the Internet. Although scientists are likely to continue using traditional tools and typologies to answer questions about media use, we must also be prepared to expand our current theoretical models of uses and gratifications. Contemporary and future models must include concepts such as interactivity, demassification, hypertextuality, and asynchroneity. Researchers must also be willing to explore interpersonal and qualitative aspects of mediated communication in a more holistic methodology.
Article
In contrast to mechanistic views, writers have suggested functional and psychological views of media influence. This chapter will consider the psychological and functional roots of uses and gratifications, the objectives and functions of the paradigm, and the evolution of uses-and-gratifications research. Then, it addresses the links between media uses and effects, focusing on audience activity and media orientations, dependency and functional alternatives, and social and psychological circumstances. Lastly, it considers some directions, especially as linked to personal involvement and parasocial interaction. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Article
Several studies indicate that only a small minority of Web 2.0 users actively participates, while the minority do not contribute at all. This article investigates whether a similar division applies for adolescents' Internet behavior. Using Szuprowicz’ (1995) typology of interactivity, we distinguish different types of user-generated content (UGC): media, narrative, and metadata UGC. Our results show a 20%–80% division between high- and low-frequency seeders. Furthermore, we utilize the uses-and-gratifications paradigm to investigate how these high- and low-frequency seeders differ in their overall gratifications obtained by WWW use. Although the gratifications' rank orders are identical for all groups, their magnitudes differ significantly. Finally, this article focuses on how these WWW gratifications can predict seeding, while controlling for socio-demographics and usage frequency.
Article
The uses-and-gratifications tradition posits that individual needs for stimulation and for information vary systematically. These needs may affect what media sources and other stimuli are accessed by individuals. In this study we sampled adolescents and college students to examine (a) the relation between sensation seeking and exposure to violent and nonviolent television, and (b) the subsequent role that violent television may play among high sensation-seeking adolescents in their exposure to risky behaviors. Two sensation-seeking dimensions, disinhibition (positively) and experience seeking (negatively), related to adolescents' exposure to violent television. In addition, among sensation seekers, those who exhibit risk-taking behavior were not similar to those who watched violent television, making it unlikely that the two sets of behaviors can compensate for one another. We discuss implications and directions for future research.
Conference Paper
An investigation is made of the buffer requirements for a store-and-forward video on demand (VOD) service. In this service full motion video, compressed to about the 1.5-Mb/s rate, is stored in an information warehouse. It is then retrieved and delivered to the customer's local broadband integrated services digital network (B-ISDN) central office (CO) via 150-Mb/s trunks. In the CO the video information is buffered and is played to the customer in real-time at the DS-1 rate. The authors address the multiplexing issue of multiple voice and VOD calls in an STS-3C trunk and the buffer requirements for the VOD service circuits in the CO to guarantee a desired level of performance
Article
Computationally intensive structural equation modeling (SEM) approaches have been in development over much of the 20th century, initiated by the seminal work of Sewall Wright. To this day, sample size requirements remain a vexing question in SEM based studies. Complexities which increase information demands in structural model estimation increase with the number of potential combinations of latent variables; while the information supplied for estimation increases with the number of measured parameters times the number of observations in the sample size – both are non-linear. This alone would imply that requisite sample size is not a linear function solely of indicator count, even though such heuristics are widely invoked in justifying SEM sample size. This paper develops two lower bounds on sample size in SEM, the first as a function of the ratio of indicator variables to latent variables, and the second as a function of minimum effect, power and significance. The algorithm is applied to a meta-study of a set of research published in five of the top MIS journals. The study shows a systematic bias towards choosing sample sizes that are significantly too small. Actual sample sizes averaged only 50% of the minimum needed to draw the conclusions the studies claimed. Overall, 80% of the research articles in the meta-study drew conclusions from insufficient samples. Lacking accurate sample size information, researchers are inclined to economize on sample collection with inadequate samples that hurt the credibility of research conclusions. Guidelines are provided for applying the algorithms developed in this study, and companion software encapsulating the paper’s formulae is made available for download.