What is eSports and why do people watch it?

J Hamari, M Sjöblom - Internet research, 2017 - emerald.com
Purpose 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 …

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

M Sjöblom, J Hamari - Computers in human behavior, 2017 - Elsevier
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 …

eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling

J Macey, J Hamari - New Media & Society, 2019 - journals.sagepub.com
Twenty years since the Internet transformed gambling products and services, the
convergence of online games and gambling has initiated a new means of consuming …

Content structure is king: An empirical study on gratifications, game genres and content type on Twitch

M Sjöblom, M Törhönen, J Hamari, J Macey - Computers in Human …, 2017 - Elsevier
While video games have been widely investigated from the perspective of play, an emerging
online media phenomenon is the spectating of video game play, captivating millions of users …

Electronic sports: A new marketing landscape of the experience economy

Y Seo - Journal of marketing management, 2013 - Taylor & Francis
Competitive computer gaming (eSports) has emerged as an important aspect of virtual-world
consumption. This paper advances the concept of eSports consumption in marketing by …

Beyond solitary play in computer games: The social practices of eSports

Y Seo, SU Jung - Journal of Consumer Culture, 2016 - journals.sagepub.com
This article adopts the theory of social practices as a critical lens for understanding computer
game consumption as multiple 'nexuses of doings and sayings', which represent the …

Does esports spectating influence game consumption?

J Macey, V Tyrväinen, H Pirkkalainen… - Behaviour & …, 2022 - Taylor & Francis
Contemporary digital technologies have facilitated practices related to games whereby
users often produce and consume content for free. To date, research into consumer …

[CITATION][C] Post-TV: Piracy, cord-cutting, and the future of television

M Strangelove - 2015 - books.google.com
In the late 2000s, television no longer referred to an object to be watched; it had transformed
into content to be streamed, downloaded, and shared. Tens of millions of viewers have “cut …

Can “live streaming” really drive visitors to the destination? From the aspect of “social presence”

W Zhang, Y Wang, T Zhang - Sage Open, 2021 - journals.sagepub.com
The combination of live-streaming technology and tourism is an important development in
the evolution of tourism experiences. Research on live-streaming tourism is becoming …

Investigating relationships between video gaming, spectating esports, and gambling

J Macey, J Hamari - Computers in Human Behavior, 2018 - Elsevier
An established body of research exists in which playing video games has been associated
with potentially problematic behaviours, such as gambling. An issue highlighted by the …