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View, Play and Pay? – The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying




TekijätMaria Törhönen, Max Sjöblom, Jukka Vahlo, Juho Hamari

Konferenssin vakiintunut nimiHawaii International Conference on System Sciences

Julkaisuvuosi2020

Kokoomateoksen nimiProceedings of the 53rd Hawaii International Conference on System Sciences

ISBN978-0-9981331-3-3

DOIhttps://doi.org/10.24251/HICSS.2020.332

Rinnakkaistallenteen osoitehttps://research.utu.fi/converis/portal/Publication/52137138


Tiivistelmä

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. 


Ladattava julkaisu

This is an electronic reprint of the original article.
This reprint may differ from the original in pagination and typographic detail. Please cite the original version.





Last updated on 2024-26-11 at 23:22