Full length article
Content structure is king: An empirical study on gratifications, game
genres and content type on Twitch
Max Sj
€
oblom
a, b, *
, Maria T
€
orh
€
onen
a
, Juho Hamari
a, c, d
, Joseph Macey
a
a
Game Research Lab, School of Information Sciences, University of Tampere, FIN-33014, Finland
b
Aalto University School of Science, Finland
c
Gamification Group, Laboratory of Pervasive Computing, UC Pori, Tampere University of Technology, Finland
d
Gamification Group, Digital Culture, UC Pori, University of Turku, Finland
article info
Article history:
Received 5 December 2016
Received in revised form
15 March 2017
Accepted 17 March 2017
Keywords:
Streaming
New media
Genres
Uses and gratifications
Video games
Social media
User-generated content
abstract
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 daily. This study
investigates the relationship of video game genres, content type and viewer gratification in the context of
live gaming. To study this phenomenon, we employ an online questionnaire study (N ¼ 1097) to
investigate six categories of gratifications: affective, information seeking, learning to play, personal
integrative, social integrative & tension release motivations and their relationship with game genres and
stream types. The results of this study demonstrate that “the medium is the message”, highlight the
importance of archetypal structure (i.e. the type of streamed content) over content topic (i.e. the genre of
games being streamed), and help to build a better understanding of user generated content and the
democratization of media.
© 2017 Elsevier Ltd. All rights reserved.
The effects and gratifications from playing video games have
been a widely investigated and debated topic within the last decade
both in academic literature, e.g. in media psychology, game
research and communication studies (Elson & Ferguson, 2014;
Hamari & Keronen, 2017; M€ ayr€ a, Karvinen, & Ermi, 2016; Quandt
et al., 2015), and in popular discourse. While this debate is still
ongoing, a new yet uninvestigated form of game consumption has
emerged: watching others play games via YouTube and live
broadcasts on services such as Twitch. Today, millions of people
watch others play games on the internet (Needleman, 2015; Twitch,
2016).
Services such as YouTube have spearheaded a major shift in the
media landscape, moving production of audiovisual media from
large corporations and organizations towards smaller entities and
individuals (Cha, Kwak, Rodriguez, Ahn, & Moon, 2007; Sj€ oblom &
Hamari, 2017). The democratized process of content creation on
video game streaming platforms such as Twitch allows for the
existence of many types of content. In this context video game
erelated video content such as “Let's plays” and eSports (Hamari &
Sj€ oblom, 2017; Newzoo, 2016; Taylor, 2012; Twitch, 2016), have
become especially popular. The participatory and interactive nature
of this emerging form of media serves to bridge the divide between
games and traditional media, such as television, via the conver-
gence of interactive, communal and passive forms of media. This
evolution of the media landscape towards user-generated content
also brings into question the legitimacy of genre as the primary
means of classifying media content. In the realm of video game
streaming particularly, it becomes apparent that genre might not
constitute the defining means of classification.
As little is known about the gratifications obtained by watching
these online video streams, this study aims not only to investigate
the general gratifications that people derive from watching online
streaming content, but also the differences in various streaming
content. Not all game streaming content is similar; instead it is
highly varied, ranging from very competitive endeavors to highly
casual ones. This variation in content type affords an interesting
angle of research, and can be compared to various types of pro-
gramming produced for other broadcast media such as television.
* Corresponding author. Game Research Lab, School of Information Sciences,
University of Tampere, FIN-33014, Finland.
E-mail addresses: max.sjoblom@uta.fi (M. Sj€ oblom), maria.torhonen@uta.fi
(M. T€ orh€ onen), juho.hamari@uta.fi (J. Hamari), joseph.macey@uta.fi (J. Macey).
Contents lists available at ScienceDirect
Computers in Human Behavior
journal homepage: www.elsevier.com/locate/comphumbeh
http://dx.doi.org/10.1016/j.chb.2017.03.036
0747-5632/© 2017 Elsevier Ltd. All rights reserved.
Computers in Human Behavior 73 (2017) 161e171