Author
Max Sjblom
Bio: Max Sjblom is an academic researcher from Aalto University. The author has contributed to research in topics: Video game & New media. The author has an hindex of 2, co-authored 2 publications receiving 306 citations.
Papers
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TL;DR: In this article, the authors examined five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release.
311 citations
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TL;DR: The results of this study demonstrate that the medium is the message, highlight the importance of archetypal structure, and help to build a better understanding of user generated content and the democratization of media.
136 citations
Cited by
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01 Jan 1993-Ilha do Desterro: A Journal of English Language, Literatures in English and Cultural Studies
TL;DR: In the past decade, a large body of multidisciplinary research has begun to undermine the authority of this narrow interpretation of literacy by situating literacy in larger social practices as discussed by the authors.
Abstract: Many people in "literate" societies, when asked to define literacy, almost always do so in terms of reading
and writing abilities This narrow interpretation of literacy, an
offspring of reductionist psychology, has reigned supreme in many academic and educational contexts for decades, greatly shaping literacy theories and classroom practices Within the past ten years, however, a large body of multidisciplinary
research has begun to undermine the authority of this
perspective by situating literacy in larger social practices
1,589 citations
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TL;DR: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.
Abstract: Purpose: In this study we investigate why do people spectate eSports on the internet. We define eSports (electronic sports) as a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces. In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet).Methodology: We employed the MSSC (Motivations Scale for Sports Consumption) which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (N=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model.Findings: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.Originality: During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.
431 citations
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TL;DR: An eight-factor socio-motivational model, based on Uses and Gratifications Theory, was trialled to explain four aspects of live-stream viewer engagement: social interaction, sense of community, meeting new people, entertainment, information seeking, and a lack of external support in real life.
365 citations
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TL;DR: This study examines how live streaming influences social commerce customers’ purchase intentions in China by building a theoretical model from the perspective of IT affordance and empirically measure the model by surveying customers who have shopped via live streaming shopping platforms.
317 citations
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TL;DR: This study uses path analysis to test the relationships with attitude, perceived value and watching intention to understand the influential factors and channels that induce audiences to watch live-streaming events and proposes four key factors: flow, entertainment, social interaction, and endorsement.
274 citations