Why do we twitch? Vicarious consumption in video-game livestreaming

IF 2.7 Q2 BUSINESS
Harper Kohls, Jacob L. Hiler, L. A. Cook
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引用次数: 0

Abstract

Purpose This study aims to examine vicarious consumption (VC) via the video-game streaming platform Twitch. The authors posit that watching someone play can offer the same enjoyment (measured through emotional experience, mood and joy) as playing. Design/methodology/approach A mixed-methods approach was used. A qualitative phase involving semistructured qualitative interviews, naturalistic inquiry and netnography generated testable hypotheses, which were tested using a two-condition, between-subjects field experiment. Findings This research advances the understanding of vicarious and experiential consumption by finding evidence that VC can produce the same levels of emotional experience, mood, attitude toward the product, joy, brand community loyalty and positive word of mouth. It also demonstrates the moderating effect of familiarity on mood change. Research limitations/implications This research demonstrates evidence that VC can offer outcomes similar to active consumption (AC). The authors advance research on VC in a new context (video-game livestreaming vs esports and other contexts) and from a new perspective (viewing motivations vs consumer-oriented outcomes). This research thus presents opportunities to explore these and other affective, behavior and cognitive outcomes in other contexts. Practical implications To reach Twitch users, marketers must understand how and why media consumers watch. This research provides insight into the community necessary to create effective advertising. Originality/value Building upon Sjöblom and Hamari, focusing on motivations for VC of esports and other related works, the authors expand the context to video-game livestreaming as a whole and examine affective, behavioral and cognitive outcomes compared with AC. Though VC has been researched and conceptualized theoretically, empirical testing is rare. This research offers empirical evidence that VC can offer the same levels of enjoyment as AC.
我们为什么抽搐?视频游戏直播中的恶意消费
目的本研究旨在通过视频游戏流媒体平台Twitch来检验替代消费(VC)。作者认为,观看某人比赛可以提供与比赛相同的乐趣(通过情感体验、情绪和快乐来衡量)。设计/方法/方法采用混合方法。定性阶段包括半结构化的定性访谈、自然探究和网络记录,产生了可测试的假设,并使用两种条件在受试者之间进行了实地实验。发现这项研究通过发现VC可以产生相同水平的情感体验、情绪、对产品的态度、快乐、品牌社区忠诚度和积极的口碑,从而加深了对替代性和体验性消费的理解。它还证明了熟悉对情绪变化的调节作用。研究局限性/含义这项研究证明了风险投资可以提供类似于主动消费(AC)的结果。作者在新的背景下(视频游戏直播与电子竞技和其他背景)和新的视角(观看动机与面向消费者的结果)推进了对VC的研究。因此,这项研究提供了在其他背景下探索这些以及其他情感、行为和认知结果的机会。实际含义为了接触Twitch用户,营销人员必须了解媒体消费者观看的方式和原因。这项研究提供了创建有效广告所需的社区见解。原创性/价值在Sjöblom和Hamari的基础上,重点关注电子竞技和其他相关作品的VC动机,作者将背景扩展到整个视频游戏直播,并与AC相比研究情感、行为和认知结果。尽管VC已经在理论上进行了研究和概念化,但实证测试很少。这项研究提供了经验证据,证明VC可以提供与AC相同的享受水平。
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来源期刊
Journal of Consumer Marketing
Journal of Consumer Marketing Business, Management and Accounting-Business and International Management
CiteScore
5.00
自引率
7.10%
发文量
68
期刊介绍: ■Consumer behaviour ■Customer policy and service ■Practical case studies to illustrate concepts ■The latest thinking and research in marketing planning ■The marketing of services worldwide
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