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Cited by 672

The DOI matches its Crossref record; 18 of the 18 references it cites were found in a registry or an index.

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

Open access
Sjöblom, Max, Hamari, Juho·2017·Computers in Human Behavior

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Crossref · 10.1016/j.chb.2016.10.019

Cites

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Citations

Cites

Research works printed but not linked: 23

  1. Cha, 2014, Usage of video sharing websites: Drivers and barriers, Telematics and Informatics, 31, 16, 10.1016/j.tele.2012.01.003 · DOI
  2. Chen, 2011, Tweet this: A uses and gratifications perspective on how active twitter use gratifies a need to connect with others, Computers in Human Behavior, 27, 755, 10.1016/j.chb.2010.10.023 · DOI · Paper page
  3. Cook, 1979, Vol. 351
  4. Courtois, 2009, Gratifications and seeding behavior of online adolescents, Journal of Computer-Mediated Communication, 15, 109, 10.1111/j.1083-6101.2009.01496.x · DOI
  5. Hamari, 2017, What is eSports and why do people watch it?, Internet Research, 27, 10.1108/IntR-04-2016-0085 · DOI · Paper page
  6. Hanson, 2008, YouTube users watching and sharing the news: A uses and gratifications approach, The Journal of Electronic Publishing, 11, 10.3998/3336451.0011.305 · DOI
  7. Hernandez, 2011, The role of social motivations in e-learning: How do they affect usage and success of ICT interactive tools?, Computers in Human Behavior, 6, 2224, 10.1016/j.chb.2011.07.001 · DOI
  8. Ishii, 2006, Implications of Mobility: The Uses of Personal Communication Media in Everyday Life, Journal of Communication, 56, 346, 10.1111/j.1460-2466.2006.00023.x · DOI
  9. Jansz, 2005, Gaming at a LAN event: The social context of playing video games, New media & society, 7, 333, 10.1177/1461444805052280 · DOI · Paper page
  10. Ko, 2005, Internet uses and gratifications: A structural equation model of interactive advertising, Journal of Advertising, 34, 57, 10.1080/00913367.2005.10639191 · DOI · Paper page
  11. Krcmar, 1999, Predicting exposure to and uses of television violence, Journal of Communication, 49, 24, 10.1111/j.1460-2466.1999.tb02803.x · DOI
  12. Lange, 2007, Publicly private and privately Public: Social networking on YouTube, Journal of Computer-Mediated Communication, 13, 361, 10.1111/j.1083-6101.2007.00400.x · DOI · Paper page
  13. LaRose, 2004, A social cognitive theory of Internet uses and gratifications: Toward a new model of media attendance, Journal of Broadcasting & Electronic Media, 24, 358, 10.1207/s15506878jobem4803_2 · DOI · Paper page
  14. Lee, 2011, Comparison of eSports and traditional sports consumption motives, The ICHPER-SD Journal of Research in Health, Physical Education, Recreation, Sport & Dance, 6, 39
  15. Lin, 2002, Perceived grati®cations of online media service use among potential users, Telematics and Informatics, 19, 3, 10.1016/S0736-5853(01)00014-4 · DOI
  16. Pai, 2013, User adoption of social networking sites: Eliciting uses and gratifications through a means–end approach, Computers in Human Behavior, 29, 1039, 10.1016/j.chb.2012.06.025 · DOI · Paper page
  17. Quandt, 2015, Digital games research: A survey study on an emerging field and its prevalent debates, Journal of Communication, 10.1111/jcom.12182 · DOI
  18. Schmitt, 2003, Viewing the Viewers: Viewing behaviors by children and adults during television programs and commercials, Journal of Communication, 53, 265, 10.1111/j.1460-2466.2003.tb02590.x · DOI
  19. Vock, 2013, Understanding willingness to pay for social network sites, Journal of Service Research, 16, 311, 10.1177/1094670512472729 · DOI
  20. Wang, 2008, Loneliness, gender, and parasocial interaction: A uses and gratifications approach, Communication Quarterly, 56, 87, 10.1080/01463370701839057 · DOI
  21. Wang, 2012, The ‘‘Myth’’ of media Multitasking: Reciprocal dynamics of media multitasking, personal needs, and gratifications, Journal of Communication, 62, 493, 10.1111/j.1460-2466.2012.01641.x · DOI · Paper page
  22. Weiss, 2013, Virtual worlds in competitive contexts: Analyzing eSports consumer needs, Electronic Markets, 23, 307, 10.1007/s12525-013-0127-5 · DOI
  23. Wu, 2010, Falling in love with online games: The uses and gratifications perspective, Computers in Human Behavior, 26, 1862, 10.1016/j.chb.2010.07.033 · DOI · Paper page

Cited by

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Metadata

Authors
Sjöblom, M., & Hamari, J.
Venue
Computers in Human Behavior
Publisher
Elsevier BV
Published
2017-10
Volume
75
Pages
985-996
ISSN
0747-5632 (ISSN-L)
OpenAlex
W3123845465
Cited by
672
References
18
FWCI
102.90
Type
journal article
Language
en
Open access
green
Licence
  • www.elsevier.com/tdm/userlicense/1.0/ (tdm)
  • www.elsevier.com/legal/tdmrep-license (tdm)
Funders
Finnish Funding Agency for Innovation (40009/16, 40111/14)

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Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.