2017
DOI: 10.1016/j.chb.2016.10.019
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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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Cited by 437 publications
(316 citation statements)
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References 42 publications
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“…Socializing with peers has been shown to be of great importance in traditional sports (Dietz-Uhler et al, 2000;Eastman and Land, 1997;Gantz, 1981;Gantz and Wenner, 1991;Melnick, 1993), and also within eSports and playing video games (Hamilton et al, 2014;Sherry et al, 2006). In the context of media usage research, social interaction has also been shown to be of great importance (Chen, 2011;Hamilton et al, 2014;Pai and Arnott, 2013;Papacharissi and Mendelson, 2010;Sjöblom and Hamari, 2016;Whiting and Williams, 2013). eSports spectating is commonly connected to an online chat that can be used to comment on the events of the game, and also as a way to cheer for favorite teams and players.…”
Section: Appreciation Of Player Skills Is Positively Association Withmentioning
confidence: 99%
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“…Socializing with peers has been shown to be of great importance in traditional sports (Dietz-Uhler et al, 2000;Eastman and Land, 1997;Gantz, 1981;Gantz and Wenner, 1991;Melnick, 1993), and also within eSports and playing video games (Hamilton et al, 2014;Sherry et al, 2006). In the context of media usage research, social interaction has also been shown to be of great importance (Chen, 2011;Hamilton et al, 2014;Pai and Arnott, 2013;Papacharissi and Mendelson, 2010;Sjöblom and Hamari, 2016;Whiting and Williams, 2013). eSports spectating is commonly connected to an online chat that can be used to comment on the events of the game, and also as a way to cheer for favorite teams and players.…”
Section: Appreciation Of Player Skills Is Positively Association Withmentioning
confidence: 99%
“…UGT has especially been used within research in online contexts (LaRose and Eastin, 2005;Papacharissi and Mendelson, 2010;Papacharissi and Rubin, 2000;Whiting & Williams, 2013), including online games (Wu et al, 2010), Facebook (Joinson, 2008), video streaming (Cha 2014, Chiang, andHsiao, 2014;Sjöblom and Hamari, 2016), Twitter (Johnson and Yang, 2009;Chen, 2011), and fantasy sports (Farquhar and Meeds, 2007). Uses and gratifications theory (UGT) is a theoretical approach to understanding why and how people consume or use different kinds of media to satisfy different kinds of needs.…”
Section: The Motivations For Esports Consumptionmentioning
confidence: 99%
“…It is clear that all UG needs contribute in some way to the way users watch streams, and that these UG needs also affect users' choice of stream (Sjoblom & Hamari, 2016;Sjoblom et al, 2017). Beyond how stream type and content (such as genre) affect the UG needs for Twitch, there is the effect of stream size and possibly other factors playing into users' stream choices.…”
Section: Ugt and Twitchmentioning
confidence: 99%
“…The claim is that this ranking comes from the technical difficulty of games, Casual being the easiest to understand and Competitive being the most difficult and technically intensive (Churchill & Xu, 2016). However, Sjoblom et al (2017) tudy that when factoring game genre and stream/culture type together, Competitive stream types offer more, and more significant UG need satisfaction than Speed running stream types, indicating that perhaps the Competitive community should be larger ations with "social interaction, learning and entertainment" as "important aspects of spectatorship" (Sjoblom & Hamari, 2016). Twitch UG satisfaction was further investigated by Sjoblom et al (2017) where the unique characteristics m type were related to UG needs, revealing that the unique characteristics of game genres and stream types watched were correlated with different motivations.…”
Section: Ugt and Twitchmentioning
confidence: 99%
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