The DOI matches its Crossref record; 14 of the 14 references it cites were found in a registry or an index.
Content structure is king: An empirical study on gratifications, game genres and content type on Twitch
Open accessAbstract
While video games have been widely investigated from the perspective of play, an emerging online media phenomenon is the spectating of video game play, captivating millions of users daily. This study investigates the relationship of video game genres, content type and viewer gratification in the context of live gaming. To study this phenomenon, we employ an online questionnaire study (N=1097) to investigate six categories of gratifications: affective, information seeking, learning to play, personal integrative, social integrative & tension release motivations and their relationship with game genres and stream types. The results of this study demonstrate that the medium is the message, highlight the importance of archetypal structure (i.e. the type of streamed content) over content topic (i.e. the genre of games being streamed), and help to build a better understanding of user generated content and the democratization of media. This study helps understand the relation between content type and topic.Content structure is shown to be more important than content topic for consumption.The results indicate that, indeed, the medium is the message.Games may offer highly varying gratifications when played and when spectated.
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Cites
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“Existing UG research has identified five high-level categories of needs: cognitive, affective, personal integrative, social integrative and tension release (Katz et al., 1973; West & Turner, 2010).”
BackgroundUses and Gratifications Theory in the 21st Century
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“One of the leading perspectives in this area is the uses and gratifications (UG) theoretical approach (Katz, Blumler, & Gurevitch, 1973; Katz, Gurevitch, & Haas, 1973; Ruggiero, 2000).”
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BackgroundFacebook as a toolkit: A uses and gratification approach to unbundling feature use
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The cultural work of microwork
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Cited by
Social motivations of live-streaming viewer engagement on Twitch
Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.02.013 · Cited by 870
Self-citationLv, X., Zhang, R., Su, Y., & Yang, Y. (2022) · Journal of Travel & Tourism Marketing · doi:10.1080/10548408.2022.2052227 · Cited by 180
Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms
Partin, W. C. (2020) · Social Media + Society · doi:10.1177/2056305120933981 · Cited by 79
Islam, T., Mahmood, K., Sadiq, M., Usman, B., & Yousaf, S. U. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.572526 · Cited by 54
Pan, S., Xu, G. J. W., Guo, K., Park, S. H., & Ding, H. (2024) · IEEE Transactions on Games · doi:10.1109/tg.2024.3366239 · Cited by 38
Metadata
- Authors
- Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-08
- Volume
- 73
- Pages
- 161-171
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2601418479
- Cited by
- 207
- References
- 14
- FWCI
- 42.63
- Type
- journal article
- Language
- en
- Open access
- green
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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