21 research outputs found

    View, play and pay? – The relationship between consumption of gaming video content and video game playing and buying

    Get PDF
    Consuming live-streamed or pre-recorded gaming video content through video sharing services such as YouTube and Twitch has become a significant aspect of the modern gaming and online media culture. Although it has been argued that watching such content may replace some first-hand gaming activities, it has also been argued that consuming gaming video content may further increase both gaming activities and purchases related to gaming. This study provides the first empirical evidence on how the consumption of three popular types of gaming video content (game reviews, let’s plays and esports) affect the gameplay activity and game related purchasing behaviour and therefore extends our knowledge about digital consumer behaviour and its latest forms. Results indicate that all three forms of gaming video content have a positive association with time spent playing games. Moreover, gaming video consumption, especially the consumption of review video content, is positively associated with game purchasing behaviour

    Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers

    Get PDF
    The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The results indicate that those who view their content creation as work had the highest levels of activity and income, whereas those who associated their content creation with play, earned more income than those who regard their content creation equally as play and work. The results demonstrate the emergence of new forms of digital entrepreneurial practices in the work-oriented group, but also the highlight the increasing workification of our play activities

    Proceedings of the 53rd Hawaii International Conference on System Sciences

    Get PDF
    Consuming live-streamed or pre-recorded gaming video content through video sharing services such as YouTube and Twitch has become a significant aspect of the modern gaming and online media culture. Although it has been argued that watching such content may replace some first-hand gaming activities, it has also been argued that consuming gaming video content may further increase both gaming activities and purchases related to gaming. This study provides the first empirical evidence on how the consumption of three popular types of gaming video content (game reviews, let’s plays and esports) affect the gameplay activity and game related purchasing behaviour and therefore extends our knowledge about digital consumer behaviour and its latest forms. Results indicate that all three forms of gaming video content have a positive association with time spent playing games. Moreover, gaming video consumption, especially the consumption of review video content, is positively associated with game purchasing behaviour. </p

    Current issues of sustainability in esports

    Get PDF
    Aims: The aim of the paper is to explore emerging themes, which support the development of a sustainable esports industry. Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Two workshops were held with a total of 64 participants, representing both academia and industry stakeholders. Interpretations of the sustainability of esports were thus recorded, developed, critiqued, and refined through social interaction with experts. The results indicate three critical themes to address regarding the development of sustainability of esports, namely a) health and inclusiveness, b) the incomplete industry structure, and c) the immature business logic. Conclusions: Sustainability refers to the ability of esports to survive or persist. We argue that sustainability is dependent on how well industry stakeholders can address the identified themes. Currently, social sustainability is the primary concern of both practitioners and researchers of esports. Economic sustainability mostly deals with securing business growth, while environmental sustainability is not yet perceived as a relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and competitive events). Structures and processes within esports presently constitute the focus of sustainability in esports.publishedVersionPeer reviewe

    The Professionalization of Play: Examining the convergence of play and labour in online video content creation

    Get PDF
    Ihmisten työ- ja vapaa-aika ovat muuttuneet merkittĂ€vĂ€sti viime vuosikymmenten aikana. Digitalisaation, kehittyneiden digitaalisten ratkaisujen ja alustojen yleistyminen ja arkipĂ€ivĂ€istyminen on mahdollistanut vapaa-ajan ja työn yhdistĂ€misen – ja jopa vapaa-ajan muuttumisen työksi. Työn ja huvin yhdistyminen nĂ€kyy mm. uusien palvelumallien ja ideoiden, kuten digitaalisten vaihtotalouspalveluiden, kehittymisenĂ€, mutta myös ihmisten tapana uppoutua sosiaalisen median kanaviin. NiissĂ€ sisĂ€llön kuluttamisesta on tullut vaivattomasti myös sisĂ€llön tuotantoa yksinkertaisten ja jopa leikillisten toimintojen, esimerkiksi tykkÀÀmisen, sisĂ€llön jakamisen ja kommentoinnin, kautta. Modernista, digitaalisen ja sosiaalisen median kuluttajasta on kehittynyt ns. tuluttaja, eli kuluttaja, joka myös tuottaa digitaalista sisĂ€ltöÀ. Digitaalisten alustojen kehittymisen myötĂ€ vapaa-ajan mediakĂ€yttĂ€ytyminen on muovautunut ammatillisemmaksi. TĂ€ssĂ€ vĂ€itöskirjassa tarkastellaan työn ja huvin yhdistymistĂ€, etenkin videosisĂ€llön tuottajien – kuten yksityisten striimaajien ja tubettajien - toiminnassa. VĂ€itöskirja tarkastelee viiden erillisen julkaisun kautta videosisĂ€llön tuottajien kĂ€yttĂ€ytymistĂ€, motivaatioita ja kĂ€ytĂ€ntöjĂ€ sekĂ€ niiden vaikutusta vapaa-ajan toiminnan ammatillistumiseen. VĂ€itöskirjassa hyödynnetÀÀn aiempaa konseptuaalista ja teoreettista ymmĂ€rrystĂ€ mm. mediatutkimuksesta, pelitutkimuksesta ja sosiaalipsykologiasta. Tutkimukset pohjautuvat pÀÀasiassa mÀÀrĂ€lliseen tutkimusdataan induktiivisia ja deduktiivisia lĂ€hestymistapoja hyödyntĂ€en. VĂ€itöskirjan ensimmĂ€inen julkaisu tarkastelee aiempaa kirjallisuutta vapaa-ajan videosisĂ€llön tuotannon ammatillistumiseen liittyen ja pyrkii nĂ€in luomaan pohjan aihealueen ymmĂ€rrykselle. Toinen julkaisu analysoi sisĂ€llöntuottajien omia nĂ€kemyksiĂ€ toiminnastaan vapaa-ajan aktiviteettina, työnĂ€ tai niiden vĂ€limuotona, ja tĂ€mĂ€n nĂ€kemyksen vaikutusta toiminnan tuloksiin. Kolmas julkaisu taas tarkastelee videosisĂ€llön tuottajien motivaatioita tuottaa sisĂ€ltöjĂ€ ja motivaatioiden vaikutusta toiminnan tuotoksiin. NeljĂ€s ja viides julkaisu tarkastelevat videosisĂ€llön tuottajien kĂ€ytĂ€ntöjĂ€, erityisesti heidĂ€n tapaansa lisĂ€tĂ€ suosiotaan toiminnan parissa, ja suosituimpien videosisĂ€llön tuottajien kĂ€ytĂ€ntöjĂ€ pelisisĂ€ltöihin erikoistuneessa suoratoistopalvelu TwitchissĂ€. VĂ€itöskirjan tuloksissa nĂ€kyy vapaa-ajan videosisĂ€llön tuotannon ammatillistuminen, mutta myös huvin merkitys toiminnassa ja sen kehittymisessĂ€. VĂ€itöskirjan toisessa julkaisussa havaitaan, ettĂ€ sisĂ€llöntuottajat, jotka suhtautuivat toimintaansa työnĂ€, olivat selvĂ€sti tuotteliaimpia kolmesta arvioiduista ryhmĂ€stĂ€ ja saivat myös toiminnastaan eniten hyötyĂ€ mm. taloudellisesti. Kuitenkin nekin sisĂ€llöntuottajat, joille toiminta oli pÀÀasiassa hupia, saavuttivat hyviĂ€ tuloksia, vaikka he nĂ€kivĂ€t selvĂ€sti vĂ€hemmĂ€n vaivaa tuloksen eteen. HeillĂ€ oli myös pisin kokemus toiminnasta. Kolmannessa julkaisussa havainnot olivat samankaltaisia. Vaikka ulkoisilla motivaatioilla, kuten ansioilla ja uran kehittymisellĂ€, oli selkeĂ€ yhteys tuottajan viikoittaiseen tuotteliaisuuteen, oli toiminnan jatkuminen kuitenkin yhteydessĂ€ sisĂ€isten motivaatioiden, kuten nautinnon ja sosiaalisen vuorovaikutuksen, kanssa. NeljĂ€nnessĂ€ ja viidennessĂ€ julkaisussa sama teema toistui. Vaikka molemmissa julkaisuissa havaittiin strategisia kĂ€ytĂ€ntöjĂ€ ja työkaluja, joilla on yhteys toiminnan ammatillistumiseen, tuloksissa nĂ€kyi myös selvĂ€sti sosiaalisen vuorovaikutuksen merkitys toiminnassa ja sen kĂ€ytĂ€nnöissĂ€. Myös mm. autenttisuuden ja samaistumisen merkitys korostui. NĂ€iden tulosten perusteella voidaan vĂ€ittÀÀ, ettĂ€ sisĂ€llöntuotannon ammatillistuminen kehittyy eri kĂ€ytĂ€ntöjen, kĂ€yttĂ€ytymisen ja motivaatioiden kautta, mutta toiminnan yhteydellĂ€ vapaa-ajan nautintoihin ja toiminnan tuottamalla huvilla on tĂ€rkeĂ€ merkitys videosisĂ€llön tuotannon jatkumisessa ja kehittymisessĂ€.The way in which we approach work and our free time has changed rapidly during the last few decades. The increasing digitalization of our everyday lives and routines, and the development of innovative digital platforms and solutions, has made it possible for us to merge our work and leisure and even turn our leisure into work. This merger of leisure and work can be seen in the emergence of concepts and ideas such as online peer-to-peer trading and resource sharing on digital platforms, but it can also be examined in the way we immerse ourselves into social media formats and casually turn our social media consumption into media production through simple interactions such as posting, sharing media content, and commenting. The modern consumer of digital and social media has rapidly turned into a prosumer of content, a consumer who also produces, and through sophisticated, platform developed incentive programs and changes in our digital economy, these activities are also taking more professionalised forms. This dissertation will examine the increasing convergence of our labour and leisure lives through the activities of video content creators, in whom this new marriage of work and, playful leisure is representatively present. The dissertation will specifically focus on the behaviours, motivations, and practices of private individuals as video content creators and their effect on the professionalization of these activities, through five studies. The dissertation will utilize theoretical and conceptual understanding from media studies, social psychology, and game research and is primarily based on quantitative data and both on inductive and deductive research approaches. The first study of the dissertation examines the existing literature on the topic of professionalised and commercialized video content creation, which provides an insight into the topic. The second and third studies of the dissertation aim to elucidate the behaviours and perceptions of the content creators by examining the ways in which the perceptions of the activity as either leisure or labour affects the activity and its outcomes, and the actor’s motivations to generate video content online. The fourth and fifth studies examine the practices of video content creators by examining the formulation of popularity in video content creation and the practices of the most popular video content creators on the video sharing platform, Twitch. The findings of the dissertation reveal various professionalised aspects through the examination of the behaviours, motivations, and practices of video content creators, and also underline the significance of the recreational nature of the activity. The findings of study two discovered that work-oriented video content creators had the highest activity levels and outcomes (e.g., income) from the activity, of the examined groups (work-oriented, play-oriented and playbour-oriented), while the play-oriented content creators were also found to gain good outcomes from their activities with the least amount of effort and the longest tenure from the activity. Similarly to study two, the findings of study three indicated that extrinsic motivations to create video content, such as income and career development, were associated with weekly activity levels of a content creator, while continued engagement with the activity was seen to be related to intrinsic motivations such as enjoyment, and social interaction. The findings of studies four and five also discovered strategic practices and tools that can be associated with the more professionalised aspects of video content creation, including a new category of tools used purely for revenue generating purposes (such as donation and subscription links and pop-ups). The findings also emphasized more intrinsically significant aspects of the activity, such as the importance of social interaction and the relatability of the online persona. Based on these findings, it could be argued that specific behaviours, motivations and practices of video content creators are associated with the professionalised aspects of the activity, but the intrinsic nature of the activity seems to remain as a significant contributor in the continued engagement in the activity as well as an instrument for increased authenticity and relatedness for video content creators
    corecore