Just watching”
A qualitative analysis of non-players’ motivations for video game spectatorship
Dados Bibliográficos
| ID | 12655807 |
|---|---|
| Autores | Stephanie Orme (0000-0002-1099-2459, Emmanuel College, USA, autor correspondente) |
| Ano | 2021 |
| Volume | 24 |
| Fascículo | 10 |
| Páginas | 2252-2269 |
| Data de publicação | 2021-02-08 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | New Media & Society (JOURNAL) |
| Identificadores do periódico | ISSN: 1461-4448 • E-ISSN: 1461-7315 |
| Editora | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/1461444821989350 |
| OpenAlex | W3127079842 |
| Idioma | EN |
| Citações recebidas | 22 |
| Referências citadas | 48 |
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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A Typology of Metagamers
Affordances turning intersectional
Does aggressive commentary by streamers during violent video game affect state aggression in adolescents
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Esports gender diversity
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Horror to humour
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Less toxic and more empathetic
The psychology of self-determination
Gaming Masculinity
Ready Player Two
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“It's a Nigger in Here! Kill the Nigger!”
Playing with Feelings
What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement
Qualitative Research Method
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Gaming Sexism
Race, Gender, and Deviance in Xbox Live
The Toxic Meritocracy of Video Games
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Women’s experiences with general and sexual harassment in online video games
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Gaming out online
Gaming, Gender, and Time
Spectator e-sport and well-being through live streaming services
Sightseeing tourists' motivation and satisfaction
Reconceptualizing barriers to family leisure
Gender‐based analysis of leisure constraints
The reemergence and revitalized focus of JLR
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The Relationship between Barriers to Recreation and Gender-Role Personality Traits for Women
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| Obras citantes distintas | 22 |
|---|---|
| Citações por ano | 4,4 |
| Intervalo de citações | 2021 - 2026 (6) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 22 |