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

机译:人们为什么看别人玩电子游戏? Twitch用户动机的实证研究

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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. (C) 2016 Elsevier Ltd. All rights reserved.
机译:这项研究调查了人们为什么选择在诸如Twitch之类的服务上观看他人玩视频游戏。通过问卷调查(N = 1097),我们从使用和满足的角度研究了五种不同的动机类型:认知,情感,个人整合,社会整合和紧张释放。信息搜索与用户选择花费在该服务上的时间量以及他们选择观看的各个直播节目的量呈正相关。此外,我们发现紧张情绪的释放,社会融合和情感动机与人们观看直播的时长呈正相关。我们还发现,社会整合动机是订阅行为的主要预测因子。这项研究为了解在网络游戏和视频流的背景下消费这种新兴形式的新媒体的动机奠定了基础。 (C)2016 Elsevier Ltd.保留所有权利。

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