A4 Refereed article in a conference publication
View, Play and Pay? – The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying
Authors: Maria Törhönen, Max Sjöblom, Jukka Vahlo, Juho Hamari
Conference name: Hawaii International Conference on System Sciences
Publication year: 2020
Book title : Proceedings of the 53rd Hawaii International Conference on System Sciences
ISBN: 978-0-9981331-3-3
DOI: https://doi.org/10.24251/HICSS.2020.332
Self-archived copy’s web address: https://research.utu.fi/converis/portal/Publication/52137138
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.
Downloadable publication This is an electronic reprint of the original article. |