Content structure is king: An empirical study on gratifications, game genres and content type on Twitch
暂无分享,去创建一个
Joseph Macey | Juho Hamari | Max Sjöblom | Maria Törhönen | Max Sjöblom | Juho Hamari | Joseph Macey | Maria Törhönen
[1] Marina Krcmar,et al. Predicting exposure to and uses of television violence , 1999 .
[2] Gina Masullo Chen,et al. Tweet this: A uses and gratifications perspective on how active Twitter use gratifies a need to connect with others , 2011, Comput. Hum. Behav..
[3] Carolyn Williams. Genre Matters: Response , 2006 .
[4] Espen Aarseth,et al. Game Classification as Game Design: Construction Through Critical Analysis , 2005, DiGRA Conference.
[5] Juho Hamari,et al. Why do people watch others play video games? An empirical study on the motivations of Twitch users , 2017, Comput. Hum. Behav..
[6] Ethan Mollick. The Dynamics of Crowdfunding: An Exploratory Study , 2014 .
[7] W. Gantz,et al. An exploration of viewing motives and behaviors associated with television sports , 1981 .
[8] M. Mcluhan,et al. Laws of Media: The New Science , 1988 .
[9] John M. Tchernev,et al. The “Myth” of Media Multitasking: Reciprocal Dynamics of Media Multitasking, Personal Needs, and Gratifications , 2012 .
[10] Nick Yee,et al. Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..
[11] A. Kellerman,et al. The Constitution of Society : Outline of the Theory of Structuration , 2015 .
[12] Blanca Hernández Ortega,et al. The role of social motivations in e-learning: How do they affect usage and success of ICT interactive tools? , 2011, Comput. Hum. Behav..
[13] Guosong Shao,et al. Understanding the appeal of user-generated media: a uses and gratification perspective , 2009, Internet Res..
[14] Alan M. Rubin,et al. An Examination of Television Viewing Motivations , 1981 .
[15] Viswanath Venkatesh,et al. Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model , 2000, Inf. Syst. Res..
[16] Andruid Kerne,et al. Streaming on twitch: fostering participatory communities of play within live mixed media , 2014, CHI.
[17] Hans van der Heijden,et al. User Acceptance of Hedonic Information Systems , 2004, MIS Q..
[18] Wynne W. Chin. The partial least squares approach for structural equation modeling. , 1998 .
[19] Kees van Rees,et al. Media repertoires of selective audiences: the impact of status, gender, and age on media use , 2003 .
[20] Paul S. Breidenbach,et al. The Medium of the Video Game , 2005 .
[21] Simon Dor. A History of Real-Time Strategy Gameplay From Decryption to Prediction: Introducing the Actional Statement , 2014 .
[22] Thomas E. Ruggiero. Uses and Gratifications Theory in the 21st Century , 2000 .
[23] L. Weir,et al. Laws of Media: The New Science , 1990 .
[24] E. Katz,et al. On the use of the mass media for important things. , 1973 .
[25] Paul M. Haridakis,et al. YouTube Users Watching and Sharing the News: A Uses and Gratifications Approach , 2008 .
[26] Genre trouble , 2018 .
[27] Hsiu-Sen Chiang,et al. YouTube stickiness: the needs, personal, and environmental perspective , 2015, Internet Res..
[28] D. Chandler. An Introduction to Genre Theory , 2004 .
[29] Stephanie A. Westmyer,et al. Appropriateness and Effectiveness of Communication Channels in Competent Interpersonal Communication , 1998 .
[30] Katherine Thornton,et al. Facet Analysis of Video Game Genres , 2014 .
[31] Kenichi Ishii. Implications of Mobility: The Uses of Personal Communication Media in Everyday Life , 2006 .
[32] R. Altman,et al. A Semantic/Syntactic Approach To Film Genre , 1984 .
[33] Tom H. A. van der Voort,et al. The Impact of Background Radio and Television on High School Students' Homework Performance , 2003 .
[34] J. Gee. Social Linguistics And Literacies: Ideology in Discourse , 1996 .
[35] Juho Hamari,et al. What is eSports and why do people watch it? , 2017, Internet Res..
[36] A. Rubin,et al. Audience Activity and Television News Gratifications , 1987 .
[37] Arthur A. Raney. Why We Watch and Enjoy Mediated Sports , 2006 .
[38] Dominic Arsenault,et al. Video Game Genre, Evolution and Innovation , 2009, Eludamos: Journal for Computer Game Culture.
[39] M. Mcluhan. Understanding Media: The Extensions of Man , 1964 .
[40] Steve Jacobs. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming , 2014 .
[41] Tom H. A. van der Voort,et al. Combining background media with doing homework: Incidence of background media use and perceived effects , 1996 .
[42] Juho Karvinen,et al. Pelaajabarometri 2015 : Lajityyppien suosio , 2016 .
[43] John L. Sherry,et al. Narrative and interactivity in computer games , 2006 .
[44] Jeroen Jansz,et al. Gaming at a LAN event: the social context of playing video games , 2005, New Media Soc..
[45] Daniel R. Anderson,et al. Viewing the viewers: Viewing behaviors by children and adults during television programs and commercials , 2003 .
[46] Juho Hamari,et al. Gamification in Crowdsourcing: A Review , 2016, 2016 49th Hawaii International Conference on System Sciences (HICSS).
[47] Carrie Heeter,et al. PROGRAM SELECTION WITH ABUNDANCE OF CHOICE , 1985 .
[48] John S. Douglass. Screenplay: Cinema/videogames/interfaces , 2003 .
[49] L. R. Huesmann,et al. Twenty-Five Years of Research on Violence in Digital Games and Aggression Revisited , 2014 .
[50] Anita Whiting,et al. Why people use social media: a uses and gratifications approach , 2013 .
[51] A. Rubin,et al. Predictors of Internet Use , 2000 .
[52] Paul M. Haridakis,et al. Social Interaction and Co-Viewing With YouTube: Blending Mass Communication Reception and Social Connection , 2009 .
[53] Juho Hamari,et al. The sharing economy: Why people participate in collaborative consumption , 2016, J. Assoc. Inf. Sci. Technol..
[54] E. Katz,et al. Uses and Gratifications Research , 2019, The International Encyclopedia of Journalism Studies.
[55] Peiyu Pai,et al. User adoption of social networking sites: Eliciting uses and gratifications through a means-end approach , 2013, Comput. Hum. Behav..
[56] C. Fornell,et al. Evaluating structural equation models with unobservable variables and measurement error. , 1981 .
[57] Juho Hamari,et al. Why do people play games? A meta-analysis , 2017, Int. J. Inf. Manag..
[58] Tobias M. Scholz. New Broadcasting Ways in IPTV – The Case of the Starcraft Broadcasting Scene , 2011 .
[59] Jiyoung Cha,et al. Usage of video sharing websites: Drivers and barriers , 2014, Telematics Informatics.
[60] Joe Kennedy,et al. Games without frontiers , 2016, Nature Reviews Drug Discovery.
[61] A. Sundararajan. The Sharing Economy: The End of Employment and the Rise of Crowd-Based Capitalism , 2016 .
[62] Paul Belleflamme,et al. Crowdfunding: Tapping the Right Crowd , 2013, SSRN Electronic Journal.
[63] Tom Apperley. Genre and game studies: Toward a critical approach to video game genres , 2006 .
[64] 後藤 和彦. Marshall McLuhan:Understanding Media-The extensions of man, New York:McGraw-Hill, 1964 , 1967 .
[65] J. Reagan. The “repertoire”; of information sources , 1996 .
[66] Naomi Marks. Games without frontiers , 2006, BMJ : British Medical Journal.
[67] Douglas A. Ferguson,et al. The World Wide Web as a Functional Alternative to Television , 2000 .
[68] Scott E. Caplan,et al. Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..
[69] Thomas Weiss,et al. Virtual worlds in competitive contexts: Analyzing eSports consumer needs , 2013, Electron. Mark..
[70] Richard West,et al. Introducing Communication Theory: Analysis and Application , 2000 .
[71] Jeroen Jansz,et al. Appeal of Playing Online First Person Shooter Games , 2007, Cyberpsychology Behav. Soc. Netw..
[72] Gifford Cheung,et al. Starcraft from the stands: understanding the game spectator , 2011, CHI.
[73] James D. Ivory,et al. Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates , 2015 .
[74] Constance C. Gerger. Social Linguistics and Literacies: Ideology in Discourses. , 1993 .
[75] Loïc Cerf,et al. Watch me playing, i am a professional: a first study on video game live streaming , 2012, WWW.
[76] Seungyeop Han,et al. Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games , 2015, CHI.
[77] Pablo Rodriguez,et al. I tube, you tube, everybody tubes: analyzing the world's largest user generated content video system , 2007, IMC '07.
[78] N. Frye. Anatomy of Criticism , 1958 .
[79] Cliff Lampe,et al. Facebook as a toolkit: A uses and gratification approach to unbundling feature use , 2011, Comput. Hum. Behav..
[80] Lilly Irani,et al. The cultural work of microwork , 2015, New Media Soc..
[81] Ali Faisal,et al. Establishing Video Game Genres Using Data-Driven Modeling and Product Databases , 2018, Games Cult..
[82] C. Ferguson,et al. Twenty-Five Years of Research on Violence in Digital Games and Aggression Empirical Evidence, Perspectives, and a Debate Gone Astray , 2014 .
[83] David A. Clearwater,et al. What Defines Video Game Genre? Thinking about Genre Study after the Great Divide , 2011 .
[84] Karl G. Jöreskog,et al. Lisrel 8: User's Reference Guide , 1997 .
[85] Lieven De Marez,et al. Gratifications and Seeding Behavior of Online Adolescents , 2009, J. Comput. Mediat. Commun..