2023
DOI: 10.1123/jege.2022-0019
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Exploring Motives for Twitch Viewership and Content Creation With the Exergame Zwift

Abstract: Exergames require users to actively participate in sports in real time. Individuals taking part in exergames can use the livestreaming platform Twitch to create and view related content. This study employed uses and gratifications theory to examine Twitch usage and the motives of viewers and content creators of Zwift, a bicycling exergame. Thematic analysis of semistructured interviews with 10 Twitch users revealed viewers and content creators shared the motives of interaction and knowledge. Viewers also ident… Show more

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Cited by 1 publication
(2 citation statements)
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“…This may include the streamer playing a game while narrating their gameplay to their audience, providing walk-throughs, or participating in live tournaments (Taylor, 2018). They stream as a way to showcase their accomplishments, build a community and brand through their content creation and engagement with their audience (Hambrick et al, 2023). Gamers tend to watch streamers primarily because they find them entertaining (King & de la Hera, 2020).…”
Section: Streamers As Influencersmentioning
confidence: 99%
See 1 more Smart Citation
“…This may include the streamer playing a game while narrating their gameplay to their audience, providing walk-throughs, or participating in live tournaments (Taylor, 2018). They stream as a way to showcase their accomplishments, build a community and brand through their content creation and engagement with their audience (Hambrick et al, 2023). Gamers tend to watch streamers primarily because they find them entertaining (King & de la Hera, 2020).…”
Section: Streamers As Influencersmentioning
confidence: 99%
“…Gamers tend to watch streamers primarily because they find them entertaining (King & de la Hera, 2020). Gamers see streamers as a fun way to learn, get tips for their gameplay, and engage with others (Hambrick et al, 2023;Wulf et al, 2020;Yoganathan et al, 2021). Furthermore, streamers have also become popular media channels for nongamers (Orme, 2022).…”
Section: Streamers As Influencersmentioning
confidence: 99%