Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Varför ser vi på spelstreams?: En kvalitativ intervjustudie av motivationen bakom att se på spelstreams
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
2017 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Varför sitter människor i flera timmar och tittar på när någon annan spelar ett dator/tv-spel? Idag har spelstreaming vuxit sig stort och flera miljoner väljer att titta på spelandet. I vår undersökning kommer vi att svara på vad som motiverar vissa människor att titta på spelstreams genom en kvalitativ intervjustudie. Från den data som vi samlar in från intervjuer tar vi ut de motivationsfaktorer som nämns och delar in dem i fem behovskategorier: cognitive, affective, personal integrative, social integrative samt tension release. Genom vår studie så blev det klart att samma person kan titta på spelstreams vid olika tillfällen, med olika motiv. De två absolutvanligaste motiven till att se på spelstreams var underhållning och att lära sig något.

Abstract [en]

Why do people sit for hours to watch someone else play a videogame? Today gamingstreaming has grown large and millions of people choose to watch others play games. In our study we will answer what motivates people to watch gamingstreams through a qualitative interview study. From the data that we collect through interviews we will extract the motivationsfactors mentioned and sort them by five need-categories: cognitive, affective, personal integrative, social integrative and tension release. Our study showed that the same person can watch gamingstreams with different motives at different times. The two most common motives for watching thestreams was entertainment and learning something new.

Place, publisher, year, edition, pages
2017. , p. 34
Keywords [en]
Streaming, Games, Gaming, Esport, Motivation, Uses and gratifications theory, Twitch
Keywords [sv]
Streaming, Spel, Gaming, Esport, Motivation, Uses and gratifications theory, Twitch
National Category
Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:uu:diva-314995OAI: oai:DiVA.org:uu-314995DiVA, id: diva2:1072467
Subject / course
Information Systems
Supervisors
Available from: 2017-02-08 Created: 2017-02-08Bibliographically approved

Open Access in DiVA

fulltext(600 kB)73 downloads
File information
File name FULLTEXT01.pdfFile size 600 kBChecksum SHA-512
037235bf54e46daae19b861791d3038db7e566accced86dab6531d9db9f344985e8098e1cce56b48aa76af7a1da1bc162000751e6fa418d452d97ddd67681710
Type fulltextMimetype application/pdf

By organisation
Information Systems
Information Systems, Social aspects

Search outside of DiVA

GoogleGoogle Scholar
Total: 73 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 577 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf