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Just watching”

A qualitative analysis of non-players’ motivations for video game spectatorship

Bibliographic Data

ID12655807
AuthorsStephanie Orme (0000-0002-1099-2459, Emmanuel College, USA, corresponding author)
Year2021
Volume24
Issue10
Pages2252-2269
Publication date2021-02-08
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueNew Media & Society (JOURNAL)
Journal identifiersISSN: 1461-4448 • E-ISSN: 1461-7315
PublisherSAGE Publishing (PUBLISHER • US)
DOI10.1177/1461444821989350
OpenAlexW3127079842
LanguageEN
Citations received22
References cited48

This study explores the phenomenon of video game spectatorship from the perspective of a population I refer to as “just watchers.” Previous studies have tended to focus on game spectatorship from turn-taking “non-players” or live-streaming audiences, specifically. “Just watchers” are individuals who express no desire to play video games themselves, yet are avid spectators of others’ video game play, both virtually and in-person. Drawing on semi-structured interviews with 27 participants, this study explores their motivations for gaming spectatorship, as well as their aversion to playing games themselves. Findings suggest the “work” of playing games, lack of skill, access to games, and toxic online communities are deterrents to playing games. Participants expressed that games spectatorship offers them narrative engagement that is distinct from traditional media, and that despite “just watching,” they tend to consider themselves as part of gaming culture

Game mechanics · Multimedia · Narrative · Perspective (graphical · Phenomenon · Population · Sociology · Turns, rounds and time-keeping systems in games · Video game · Video game culture · Video game design · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology

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Unique citing works22
Citations per year4,4
Citation span2021 - 2026 (6)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 22
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