scispace - formally typeset
Search or ask a question
Author

Max Sjöblom

Bio: Max Sjöblom is an academic researcher from Aalto University. The author has contributed to research in topics: Video game & Uses and gratifications theory. The author has an hindex of 8, co-authored 17 publications receiving 1100 citations. Previous affiliations of Max Sjöblom include University of Tampere & Tampere University of Technology.

Papers
More filters
Journal ArticleDOI
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

Journal ArticleDOI
TL;DR: In this article, the authors investigate why people spectate eSports on the internet and find that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness positively predict eSport spectating frequency.
Abstract: The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors 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).,The study employs the 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.,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.,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.

409 citations

Journal ArticleDOI
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

Journal ArticleDOI
TL;DR: The study lays groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams by examining five distinct types of motivations: cognitive, affective, personal integrative, social integrative and tension release.
Abstract: This study investigates why people consume live peer-produced online videogame content, an emerging form of new media phenomenon. To study this video streaming phenomenon we employ a questionnaire study (N=1097). Utilising the uses and gratifications theory we examine five distinct types of motivations: cognitive, affective, personal integrative, social integrative and tension release. 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 groundwork for understanding the motivations to consume this emerging form of new media related to online games and video streams.

314 citations

Journal ArticleDOI
TL;DR: The most popular elements and practices employed by streamers in their video streams and profile pages are analyzed through the investigation of the 100 most popular individual streamers on the Twitch platform, and new aspects of social commerce that emerges from the novel forms of online business models of individual online video streamers are shown.

98 citations


Cited by
More filters
Journal ArticleDOI
TL;DR: In this paper, the Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation, which is reinforced by social pressures and by religion, treating as an effort of finite man to live in harmony with the infinite reality.
Abstract: In his Preface the author' says that he started out to review all the more important theories upon the topics ordinarily discussed under human motivation but soon found himself more and more limited to the presentation of his own point of view. This very well characterizes the book. It is a very personal product. It is an outline with some defense of the author's own thinking about instincts and appetites and sentiments and how they function in human behavior. And as the author draws so heavily upon James and McDougall, especially the latter, the book may well be looked upon as a sort of sequel to their efforts. There is a thought-provoking distinction presented between instinct and appetite. An instinct is said to be aroused always by something in the external situation; and, correspondingly, an appetite is said to be aroused by sensations from within the body itself. This places, of course, a heavy emphasis upon the cognitive factor in all instinctive behaviors; and the author prefers to use the cognitive factor, especially the knowledge of that end-experience which will satisfy, as a means of differentiating one instinct from another. In this there is a recognized difference from McDougall who placed more emphasis for differentiation upon the emotional accompaniment. The list of instincts arrived at by this procedure is much like that of McDougall, although the author is forced by his criteria to present the possibility of food-seeking and sex and sleep operating both in the manner of an appetite and also as an instinct. The Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation. There is the development within each personality of a sentiment for some moral principle. But this sentiment is not a very powerful motivating factor. It is reinforced by social pressures and by religion, which is treated as an effort of finite man to live in harmony with the infinite reality. Those whose psychological thinking is largely in terms of McDougall will doubtless find this volume a very satisfying expansion; but those who are at all inclined to support their psychological thinking by reference to experimental studies will not be so well pleased. The James-Lange theory, for example, is discussed without mention of the many experimental studies which it has provoked. Theoretical sources appear in general to be preferred to experimental investigations.

1,962 citations

Journal ArticleDOI
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

Journal ArticleDOI
TL;DR: In this article, a comprehensive framework was proposed to examine the relationship among customers' perceived value of live streaming, customer trust, and engagement, while utilitarian and hedonic values are shown to affect customer engagement indirectly through customer trust in products and trust in sellers sequentially.

373 citations

Journal ArticleDOI
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

Journal ArticleDOI
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