Exploring Motives for Twitch Viewership and Content Creation With the Exergame Zwift

Marion E. Hambrick, Anthony E. Montanaro, E. Frederick, A. Cocco
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Abstract

Exergames require users to actively participate in sports in real time. Individuals taking part in exergames can use the livestreaming platform Twitch to create and view related content. This study employed uses and gratifications theory to examine Twitch usage and the motives of viewers and content creators of Zwift, a bicycling exergame. Thematic analysis of semistructured interviews with 10 Twitch users revealed viewers and content creators shared the motives of interaction and knowledge. Viewers also identified the motives of community, fandom, and competition as important, while content creators were additionally motivated by accomplishments, brand, and broadcasting. These findings align with previous research of Twitch usage and offer advice for practitioners. The study also highlighted the importance of studying the underinvestigated exergames, providing an opportunity to grow this participation.
探索Twitch观看和内容创作的动机与Exergame Zwift
Exergames要求用户实时积极参与运动。参加exergames的个人可以使用直播平台Twitch创建和查看相关内容。本研究采用使用和满足理论来检验Twitch的使用情况以及Zwift(一款自行车游戏)的观众和内容创作者的动机。对10名Twitch用户进行的半结构化访谈的主题分析显示,观众和内容创作者分享了互动和知识的动机。观众还认为社区、粉丝和竞争的动机很重要,而内容创作者的动机还包括成就、品牌和广播。这些发现与之前对Twitch使用情况的研究相一致,并为从业者提供建议。该研究还强调了研究未被充分调查的游戏的重要性,为增加这种参与提供了机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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