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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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Why do people watch others play video games? An empirical study on the motivations of Twitch users. / Sjöblom, Max; Hamari, Juho.

In: Computers in Human Behavior, Vol. 75, 10.2017, p. 985-996.

Research output: Contribution to journalArticleScientificpeer-review

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Sjöblom, Max ; Hamari, Juho. / Why do people watch others play video games? An empirical study on the motivations of Twitch users. In: Computers in Human Behavior. 2017 ; Vol. 75. pp. 985-996.

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@article{4a907ccd2174436d92b0a7fade37ff7a,
title = "Why do people watch others play video games? An empirical study on the motivations of Twitch users",
abstract = "This study investigates why people choose to watch others play video games, on services such as Twitch. Through a questionnaire study (N = 1097), we examine five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release. Information seeking is shown to be positively associated with the amount of hours that users chose to spend on the service, as well as the amount of individual streamers they choose to watch. Furthermore, we find that tension release, social integrative and affective motivations are positively associated with how many hours people watch streams. We also find that social integrative motivations are the primary predictor of subscription behaviour. This study lays the groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams.",
keywords = "Streaming, Uses and gratifications, eSports, Media usage, Let's play",
author = "Max Sj{\"o}blom and Juho Hamari",
year = "2017",
month = "10",
doi = "10.1016/j.chb.2016.10.019",
language = "English",
volume = "75",
pages = "985--996",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Download

TY - JOUR

T1 - Why do people watch others play video games? An empirical study on the motivations of Twitch users

AU - Sjöblom, Max

AU - Hamari, Juho

PY - 2017/10

Y1 - 2017/10

N2 - This study investigates why people choose to watch others play video games, on services such as Twitch. Through a questionnaire study (N = 1097), we examine five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release. Information seeking is shown to be positively associated with the amount of hours that users chose to spend on the service, as well as the amount of individual streamers they choose to watch. Furthermore, we find that tension release, social integrative and affective motivations are positively associated with how many hours people watch streams. We also find that social integrative motivations are the primary predictor of subscription behaviour. This study lays the groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams.

AB - This study investigates why people choose to watch others play video games, on services such as Twitch. Through a questionnaire study (N = 1097), we examine five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release. Information seeking is shown to be positively associated with the amount of hours that users chose to spend on the service, as well as the amount of individual streamers they choose to watch. Furthermore, we find that tension release, social integrative and affective motivations are positively associated with how many hours people watch streams. We also find that social integrative motivations are the primary predictor of subscription behaviour. This study lays the groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams.

KW - Streaming

KW - Uses and gratifications

KW - eSports

KW - Media usage

KW - Let's play

U2 - 10.1016/j.chb.2016.10.019

DO - 10.1016/j.chb.2016.10.019

M3 - Article

VL - 75

SP - 985

EP - 996

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

ER -