Gabriela" is a 21-year-old sound engineer based in San José, Costa Rica. Music occupies a good part of her day, both for professional and personal reasons. In 2014, she created her own account on Spotify. Although she also uses a wide range of social media platforms, Spotify is, by her own admission, the only app that she is willing to pay for. During an interview we conducted for this project, "Gabriela" was hard pressed to find something she did not like about the platform. She discussed extensively what made the service so appealing to her. The following quote summarizes what she mainly uses Spotify for: I made a playlist that was called "Nostalgic Jams," which is a playlist that is simply like nostalgic vibes. I made a little cover for it and it is a playlist similar to R&B [rhythm and blues], but slow and nostalgic. For me, that's like a genre or subgenre that I have to conceptualize, which I named and made public. "Gabriela's" comments provide us with an opportunity to present four issues discussed in this article. First, we elaborate on how music "is a cultural form that has strong connections to emotions, feelings, and moods: the domain of affect" (Hesmondhalgh, 2013, p. 11). Specifically, this article discusses how users turn to Spotify as a means to cultivate moods and emotions. The notion of cultivation stresses the dynamic and ritual work involved in producing, capturing, and exploring moods and emotions. It is also meant to stress how music and affect mutually constitute each other (DeNora, 2000). Second, "Gabriela" reveals the centrality of playlists in how users experience music streaming services nowadays. On its support website, Spotify (2019) promotes playlists as "collection[s] of music. You can make them for yourself, you can share them, and you can enjoy the millions of other playlists created by Spotify, artists, and fans." Dias, Gonçalves, and Fonseca (2017) define playlists as "ordered sequence[s] of songs meant to be listened to as a group" (p. 14379). We show that creating playlists requires a set of practices and technologies to materialize affect into an artifact and thus cultivate moods and emotions (Orlikowski, 2007).