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Content structure is king: An empirical study on gratifications, game genres and content type on Twitch

Tutkimustuotosvertaisarvioitu

Standard

Content structure is king : An empirical study on gratifications, game genres and content type on Twitch. / Sjöblom, Max; Törhönen, Maria; Hamari, Juho; Macey, Joseph.

julkaisussa: Computers in Human Behavior, Vuosikerta 73, 01.08.2017, s. 161-171.

Tutkimustuotosvertaisarvioitu

Harvard

Sjöblom, M, Törhönen, M, Hamari, J & Macey, J 2017, 'Content structure is king: An empirical study on gratifications, game genres and content type on Twitch', Computers in Human Behavior, Vuosikerta. 73, Sivut 161-171. https://doi.org/10.1016/j.chb.2017.03.036

APA

Vancouver

Author

Sjöblom, Max ; Törhönen, Maria ; Hamari, Juho ; Macey, Joseph. / Content structure is king : An empirical study on gratifications, game genres and content type on Twitch. Julkaisussa: Computers in Human Behavior. 2017 ; Vuosikerta 73. Sivut 161-171.

Bibtex - Lataa

@article{5836d6978d4f47aa9f8c17109350952f,
title = "Content structure is king: An empirical study on gratifications, game genres and content type on Twitch",
abstract = "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.",
keywords = "Genres, New media, Social media, Streaming, User-generated content, Uses and gratifications, Video games",
author = "Max Sj{\"o}blom and Maria T{\"o}rh{\"o}nen and Juho Hamari and Joseph Macey",
year = "2017",
month = "8",
day = "1",
doi = "10.1016/j.chb.2017.03.036",
language = "English",
volume = "73",
pages = "161--171",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - Content structure is king

T2 - An empirical study on gratifications, game genres and content type on Twitch

AU - Sjöblom, Max

AU - Törhönen, Maria

AU - Hamari, Juho

AU - Macey, Joseph

PY - 2017/8/1

Y1 - 2017/8/1

N2 - 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.

AB - 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.

KW - Genres

KW - New media

KW - Social media

KW - Streaming

KW - User-generated content

KW - Uses and gratifications

KW - Video games

U2 - 10.1016/j.chb.2017.03.036

DO - 10.1016/j.chb.2017.03.036

M3 - Article

VL - 73

SP - 161

EP - 171

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

ER -