Journal ArticleDOI
Why do people watch others play video games? An empirical study on the motivations of Twitch users
Max Sjblom,Juho Hamari +1 more
TLDR
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.About:
This article is published in Computers in Human Behavior.The article was published on 2017-10-01. It has received 311 citations till now. The article focuses on the topics: Video game & New media.read more
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Social motivations of live-streaming viewer engagement on Twitch
Zorah Hilvert-Bruce,James T. Neill,Max Sjöblom,Max Sjöblom,Max Sjöblom,Juho Hamari,Juho Hamari +6 more
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.
Journal ArticleDOI
How live streaming influences purchase intentions in social commerce: An IT affordance perspective
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.
Journal ArticleDOI
What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement
Chia-Chen Chen,Yi-Chen Lin +1 more
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.
Journal ArticleDOI
Why do people play games? A meta-analysis
Juho Hamari,Lauri Keronen +1 more
TL;DR: It can be posited that games are multi-purpose ISs which nevertheless rely on hedonic factors, even in the pursuit of instrumental outcomes, as well as the ways in which they are used.
Journal ArticleDOI
eSport management: Embracing eSport education and research opportunities
TL;DR: In this paper, the authors argue for the inclusion of organized e-sports events and competitions within sport management vis-a-vis e-games meeting certain defining criteria of sport in general.
References
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Journal ArticleDOI
Evaluating Structural Equation Models with Unobservable Variables and Measurement Error
Claes Fornell,David F. Larcker +1 more
TL;DR: In this paper, the statistical tests used in the analysis of structural equation models with unobservable variables and measurement error are examined, and a drawback of the commonly applied chi square test, in additit...
Journal ArticleDOI
Common method biases in behavioral research: a critical review of the literature and recommended remedies.
TL;DR: The extent to which method biases influence behavioral research results is examined, potential sources of method biases are identified, the cognitive processes through which method bias influence responses to measures are discussed, the many different procedural and statistical techniques that can be used to control method biases is evaluated, and recommendations for how to select appropriate procedural and Statistical remedies are provided.
Journal ArticleDOI
Structural equation modeling in practice: a review and recommended two-step approach
TL;DR: In this paper, the authors provide guidance for substantive researchers on the use of structural equation modeling in practice for theory testing and development, and present a comprehensive, two-step modeling approach that employs a series of nested models and sequential chi-square difference tests.
Journal ArticleDOI
Social Network Sites: Definition, History, and Scholarship
danah boyd,Nicole B. Ellison +1 more
TL;DR: This publication contains reprint articles for which IEEE does not hold copyright and which are likely to be copyrighted.
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