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Liking the game: How can spectating motivations influence social media usage at live esports events?

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Liking the game : How can spectating motivations influence social media usage at live esports events? / Sjöblom, Max; Hassan, Lobna; Macey, Joseph; Törhönen, Maria; Hamari, Juho.

Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018. ACM, 2018. p. 160-167.

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Harvard

Sjöblom, M, Hassan, L, Macey, J, Törhönen, M & Hamari, J 2018, Liking the game: How can spectating motivations influence social media usage at live esports events? in Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018. ACM, pp. 160-167, International Conference on Social Media and Society, Copenhagen, Denmark, 18/07/18. https://doi.org/10.1145/3217804.3217908

APA

Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., & Hamari, J. (2018). Liking the game: How can spectating motivations influence social media usage at live esports events? In Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018 (pp. 160-167). ACM. https://doi.org/10.1145/3217804.3217908

Vancouver

Sjöblom M, Hassan L, Macey J, Törhönen M, Hamari J. Liking the game: How can spectating motivations influence social media usage at live esports events? In Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018. ACM. 2018. p. 160-167 https://doi.org/10.1145/3217804.3217908

Author

Sjöblom, Max ; Hassan, Lobna ; Macey, Joseph ; Törhönen, Maria ; Hamari, Juho. / Liking the game : How can spectating motivations influence social media usage at live esports events?. Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018. ACM, 2018. pp. 160-167

Bibtex - Download

@inproceedings{161ecb31b34e47b28c42b9f2b93b8efd,
title = "Liking the game: How can spectating motivations influence social media usage at live esports events?",
abstract = "There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go — including when we attend live events. Uncovering why individuals use social media during live events can help improve event organization, marketing, and the experiences of attendees. Our understanding of the motivations for using social media during live events is, however, still lacking in depth, especially in regard to emerging live events such as esports. This study aims to answer the question: what motivates the use of social media during live esports events? Data was gathered via a survey (N=255) at the ‘Assembly 2016’ LAN-event, a major live esports event. We examine the relationships between using various social media services and the motivations for esports spectating, through the Motivation Scale for Sports Consumption. While the results indicate that using social media services while attending Assembly 2016 was quite popular, it seemed that in many cases social media usage was a distraction from esports spectating, a core activity of the event. The results provide implications as to how marketers of live esports events should encourage or control usage of social media by attendees.",
keywords = "Esports, Live events, Motivation, Social media, Sports consumption",
author = "Max Sj{\"o}blom and Lobna Hassan and Joseph Macey and Maria T{\"o}rh{\"o}nen and Juho Hamari",
note = "EXT={"}T{\"o}rh{\"o}nen, Maria{"} DUPL=44481582",
year = "2018",
month = "7",
day = "18",
doi = "10.1145/3217804.3217908",
language = "English",
isbn = "9781450363341",
pages = "160--167",
booktitle = "Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018",
publisher = "ACM",

}

RIS (suitable for import to EndNote) - Download

TY - GEN

T1 - Liking the game

T2 - How can spectating motivations influence social media usage at live esports events?

AU - Sjöblom, Max

AU - Hassan, Lobna

AU - Macey, Joseph

AU - Törhönen, Maria

AU - Hamari, Juho

N1 - EXT="Törhönen, Maria" DUPL=44481582

PY - 2018/7/18

Y1 - 2018/7/18

N2 - There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go — including when we attend live events. Uncovering why individuals use social media during live events can help improve event organization, marketing, and the experiences of attendees. Our understanding of the motivations for using social media during live events is, however, still lacking in depth, especially in regard to emerging live events such as esports. This study aims to answer the question: what motivates the use of social media during live esports events? Data was gathered via a survey (N=255) at the ‘Assembly 2016’ LAN-event, a major live esports event. We examine the relationships between using various social media services and the motivations for esports spectating, through the Motivation Scale for Sports Consumption. While the results indicate that using social media services while attending Assembly 2016 was quite popular, it seemed that in many cases social media usage was a distraction from esports spectating, a core activity of the event. The results provide implications as to how marketers of live esports events should encourage or control usage of social media by attendees.

AB - There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go — including when we attend live events. Uncovering why individuals use social media during live events can help improve event organization, marketing, and the experiences of attendees. Our understanding of the motivations for using social media during live events is, however, still lacking in depth, especially in regard to emerging live events such as esports. This study aims to answer the question: what motivates the use of social media during live esports events? Data was gathered via a survey (N=255) at the ‘Assembly 2016’ LAN-event, a major live esports event. We examine the relationships between using various social media services and the motivations for esports spectating, through the Motivation Scale for Sports Consumption. While the results indicate that using social media services while attending Assembly 2016 was quite popular, it seemed that in many cases social media usage was a distraction from esports spectating, a core activity of the event. The results provide implications as to how marketers of live esports events should encourage or control usage of social media by attendees.

KW - Esports

KW - Live events

KW - Motivation

KW - Social media

KW - Sports consumption

U2 - 10.1145/3217804.3217908

DO - 10.1145/3217804.3217908

M3 - Conference contribution

SN - 9781450363341

SP - 160

EP - 167

BT - Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018

PB - ACM

ER -