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Examining the Esports Spectator Demands and Relationship with Twitch Donate

Yıl 2022, , 181 - 189, 15.12.2022
https://doi.org/10.18826/useeabd.1201784

Öz

Aim: The primary aim of this study was to evaluate the demands of spectators who follow esports broadcasts on the online live broadcasting platform Twitch in terms of game type and gender variables. Its secondary aim was to examine the relationship between these demand levels and donation to the broadcasters.

Methods: A total of 430 online esports spectators, 314 men and 116 women, participated in the study. Data collection was carried out using the participant information form and the Scale for Esports Spectator Demands via Google Forms. Independent Samples t-Test, One-Way ANOVA and Pearson Correlation Test were used in the analysis of the data.

Results: It has been determined that female spectators have statistically significantly higher demand scores than male spectators in interaction and player characteristics, which are sub-dimensions of the scale for esports spectator demands (p<.05), on the other hand, there were no statistically significant difference in sub-dimension scores according to the game type (p>.05). In addition, it was determined that there was a statistically significant positive correlation between the level of donating of the spectators to the broadcasters and the chat room sub-dimension (p<.01), on the other hand, there were no statistically significant relationship with the other sub-dimensions (p>.05).

Conclusion: The demands of the esports spectators from the online broadcasts are affected by the gender variable in terms of interaction and player characteristics sub-dimension, and the spectators who have high demands from the chat room, donate more to the broadcasters.

Kaynakça

  • Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of fandom in the age of interactive media: eSports fandom as a predictor of traditional sport fandom. Communication & Sport, 6(4), 418-435.
  • Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport: Construct specifications and implications for sport management. Sport management review, 21(1), 1-6.
  • Fink, J. S., Trail, G. T., & Anderson, D. F. (2002). Environmental factors associated with spectator attendance and sport consumption behavior: Gender and team differences. Sport Marketing Quarterly, 11(1), 8–19.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2006). How to design and evaluate research in education. New York: Mac Graw Hill.
  • Funk, D. C., Beaton, A., & Alexandris, K. (2012). Sport consumer motivation: Autonomy and control orientations that regulate fan behaviors. Sport Management Review, 15(3), 355–367.
  • Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.
  • George, D., & Mallery, M. (2010). SPSS for Windows Step by Step: A Simple Guide and Reference, 17.0 update (10a ed.) Boston: Pearson.
  • Gros, D., Wanner, B., Hackenholt, A., Zawadzki, P., & Knautz, K. (2017, July). World of streaming. Motivation and gratification on Twitch. In International Conference on Social Computing and Social Media (pp. 44-57). Springer, Cham.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232.
  • Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport management review, 21(1), 21-24.
  • Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.
  • Jacucci, G., Oulasvirta, A., Salovaara, A., & Sarvas, R. (2005, November). Supporting the shared experience of spectators through mobile group media. In Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work (pp. 207-216).
  • Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports venues: A new sport business opportunity. Journal of Applied Sport Management, 10(1), 8.
  • Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch. tv. Information, Communication & Society, 1-18.
  • Kilci, A. K., & Yalçıner, S. (2020). Espor İzleyici Talepleri Ölçeği: Türkçe’ye uyarlama, geçerlik ve güvenirlik çalışması. Journal of Human Sciences, 17(4), 1106-1122.
  • Klomtooksing, W., & Sriphaew, K. (2021). Emerging of Online Entertainment Platform: A Study of Factors Influencing Donation to Streamers on Twitch Platform. Journal of Roi Kaensarn Academi, 6(8), 332-343.
  • Marwick, A. (2015). You may know me from YouTube. A companion to celebrity, 333.
  • Marwick, A. E., & Boyd, D. (2011). I tweet honestly, I tweet passionately: Twitter users, context collapse, and the imagined audience. New Media and Society, 13(1), 114–133.
  • Miceli, M. (2018). Ninja joins Twitch’s NFL coverage of Thursday Night Football. The Esports Observer. https://esportsobserver.com/ninja-thursday-night-football/?mc_cid=22ba8c0f07&mc_eid=05989a0870. (Erişim tarihi: 22 Ağustos 2022)
  • Murray, T. (2018). NBA 2K league announces Twitch as official livestreaming partner. The Esports Observer. https://esportsobserver.com/nba-2k-twitch-livestreaming-deal/. (Erişim tarihi: 20 Ağustos 2022)
  • Nikkanen, M., & Tan, T. M. (2022). An investigation on the consumer demand and behavior in video game live streaming. (Master Thesis). http://jultika.oulu.fi/files/nbnfioulu-202206142770.pdf (Erişim tarihi: 20 Ağustos 2022)
  • Olejniczak, J. (2015). A linguistic study of language variety used on twitch. tv: Desriptive and corpus-based approaches. Redefining community in intercultural context, 4(1), 329-334.
  • Pei, A. (2019). This Esports giant draws in more viewers than the Super Bowl, and it's expected to get even bigger. CNBC.
  • Pizzo, A., Baker, B., Na, S., Lee, M., Kim, D., & Funk, D. (2018). eSport vs sport: a comparison of spectator motives. Sport Marketing Quarterly, 27, 108-123.
  • Qian, T. Y., Wang, J. J., Zhang, J. J., & Lu, L. Z. (2020). It is in the game: Dimensions of esports online spectator motivation and development of a scale. European sport management quarterly, 20(4), 458-479.
  • Ramirez, D., Saucerman, J., & Dietmeier, J. (2014). Twitch plays pokemon: a case study in big g games. In Proceedings of DiGRA (pp. 3-6).
  • Sekaran, U. (2003). Research Methods for Business: A Skill Building Approach. 605 John Wiley & Sons Inc. Third Avenue: New York.
  • Seo, Y. (2015). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272.
  • Seo, Y., & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635–655.
  • Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in human behavior, 75, 985-996.
  • Taylor, N. (2016). Play to the camera: Video ethnography, spectatorship, and e-sports. Convergence, 22, 115–130.
  • Wolf, J. (2017). Jerry Jones, John Goff buy majority stake in complexity gaming. ESPN. Retrieved from http://www.espn.com/esports/story/_/id/21309068/dallas-cowboys-owner-jerry-jones- john-goff-buy-majority-stake-complexity-gaming. (Erişim tarihi: 22 Ağustos 2022)
  • Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and culture, 15(3), 328-346.
  • Yu, B., Bennett, G., & Brison, N. (2019). Comparing Gender Consumption Motives of eSports Fans. In Sports Marketing Association Conference Proceedings.

Espor İzleyici Taleplerinin ve Twitch Bağışı ile İlişkisinin İncelenmesi

Yıl 2022, , 181 - 189, 15.12.2022
https://doi.org/10.18826/useeabd.1201784

Öz

Amaç: Bu çalışmanın birincil amacı, çevrimiçi canlı yayın platformu Twitch üzerinden espor yayınlarını takip eden izleyicilerin yayın ve yayıncılardan taleplerinin oyun türü ve cinsiyet değişkenleri açısından değerlendirilmesidir. İkincil amacı ise, bu talep düzeylerinin yayıncıya bağış ile ilişkisinin incelenmesidir.

Materyal ve Yöntem: Çalışmaya 314’ü erkek, 116’sı kadın olmak üzere toplam 430 çevrimiçi espor izleyicisi katılmıştır. Veri toplama işlemi, Google Forms aracılığıyla katılımcı bilgi formu ve Espor İzleyici Talepleri Ölçeği kullanılarak gerçekleştirilmiştir. Verilerin istatistiksel analizi SPSS programı aracılığıyla yapılmıştır. İstatistiksel analizde; Bağımsız Örneklem t-Testi, Tek Yönlü Varyans Analizi ve Pearson Korelasyon Testi kullanılmıştır.
Bulgular: Espor izleyici talepleri ölçeği alt boyutlarından etkileşim ve oyuncu özelliklerinde kadın izleyicilerin erkek izleyicilerden istatistiksel olarak anlamlı düzeyde yüksek talep puanlarına sahip oldukları (p<,05), oyun türüne göre ise alt boyut puanlarında istatistiksel olarak anlamlı farklılık olmadığı tespit edilmiştir (p>,05). İzleyicilerin, yayıncılara bağışta bulunma düzeyleri ile izleyici talepleri alt boyutlarından sohbet odası alt boyutu arasında istatistiksel olarak pozitif yönde anlamlı ilişki olduğu (p<,01), diğer alt boyutlarla ise istatistiksel olarak anlamlı ilişki olmadığı tespit edilmiştir (p>,05).
Sonuçlar: Espor izleyicilerinin çevrimiçi yayınlardan taleplerinin etkileşim ve oyuncu özellikleri alt boyutu açısından cinsiyet değişkeninden etkilendiği ve sohbet odasından talepleri yüksek olan izleyicilerin, yayıncılara daha fazla bağışta bulunduğu görülmüştür.

Kaynakça

  • Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of fandom in the age of interactive media: eSports fandom as a predictor of traditional sport fandom. Communication & Sport, 6(4), 418-435.
  • Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport: Construct specifications and implications for sport management. Sport management review, 21(1), 1-6.
  • Fink, J. S., Trail, G. T., & Anderson, D. F. (2002). Environmental factors associated with spectator attendance and sport consumption behavior: Gender and team differences. Sport Marketing Quarterly, 11(1), 8–19.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2006). How to design and evaluate research in education. New York: Mac Graw Hill.
  • Funk, D. C., Beaton, A., & Alexandris, K. (2012). Sport consumer motivation: Autonomy and control orientations that regulate fan behaviors. Sport Management Review, 15(3), 355–367.
  • Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.
  • George, D., & Mallery, M. (2010). SPSS for Windows Step by Step: A Simple Guide and Reference, 17.0 update (10a ed.) Boston: Pearson.
  • Gros, D., Wanner, B., Hackenholt, A., Zawadzki, P., & Knautz, K. (2017, July). World of streaming. Motivation and gratification on Twitch. In International Conference on Social Computing and Social Media (pp. 44-57). Springer, Cham.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232.
  • Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport management review, 21(1), 21-24.
  • Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.
  • Jacucci, G., Oulasvirta, A., Salovaara, A., & Sarvas, R. (2005, November). Supporting the shared experience of spectators through mobile group media. In Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work (pp. 207-216).
  • Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports venues: A new sport business opportunity. Journal of Applied Sport Management, 10(1), 8.
  • Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch. tv. Information, Communication & Society, 1-18.
  • Kilci, A. K., & Yalçıner, S. (2020). Espor İzleyici Talepleri Ölçeği: Türkçe’ye uyarlama, geçerlik ve güvenirlik çalışması. Journal of Human Sciences, 17(4), 1106-1122.
  • Klomtooksing, W., & Sriphaew, K. (2021). Emerging of Online Entertainment Platform: A Study of Factors Influencing Donation to Streamers on Twitch Platform. Journal of Roi Kaensarn Academi, 6(8), 332-343.
  • Marwick, A. (2015). You may know me from YouTube. A companion to celebrity, 333.
  • Marwick, A. E., & Boyd, D. (2011). I tweet honestly, I tweet passionately: Twitter users, context collapse, and the imagined audience. New Media and Society, 13(1), 114–133.
  • Miceli, M. (2018). Ninja joins Twitch’s NFL coverage of Thursday Night Football. The Esports Observer. https://esportsobserver.com/ninja-thursday-night-football/?mc_cid=22ba8c0f07&mc_eid=05989a0870. (Erişim tarihi: 22 Ağustos 2022)
  • Murray, T. (2018). NBA 2K league announces Twitch as official livestreaming partner. The Esports Observer. https://esportsobserver.com/nba-2k-twitch-livestreaming-deal/. (Erişim tarihi: 20 Ağustos 2022)
  • Nikkanen, M., & Tan, T. M. (2022). An investigation on the consumer demand and behavior in video game live streaming. (Master Thesis). http://jultika.oulu.fi/files/nbnfioulu-202206142770.pdf (Erişim tarihi: 20 Ağustos 2022)
  • Olejniczak, J. (2015). A linguistic study of language variety used on twitch. tv: Desriptive and corpus-based approaches. Redefining community in intercultural context, 4(1), 329-334.
  • Pei, A. (2019). This Esports giant draws in more viewers than the Super Bowl, and it's expected to get even bigger. CNBC.
  • Pizzo, A., Baker, B., Na, S., Lee, M., Kim, D., & Funk, D. (2018). eSport vs sport: a comparison of spectator motives. Sport Marketing Quarterly, 27, 108-123.
  • Qian, T. Y., Wang, J. J., Zhang, J. J., & Lu, L. Z. (2020). It is in the game: Dimensions of esports online spectator motivation and development of a scale. European sport management quarterly, 20(4), 458-479.
  • Ramirez, D., Saucerman, J., & Dietmeier, J. (2014). Twitch plays pokemon: a case study in big g games. In Proceedings of DiGRA (pp. 3-6).
  • Sekaran, U. (2003). Research Methods for Business: A Skill Building Approach. 605 John Wiley & Sons Inc. Third Avenue: New York.
  • Seo, Y. (2015). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272.
  • Seo, Y., & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635–655.
  • Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in human behavior, 75, 985-996.
  • Taylor, N. (2016). Play to the camera: Video ethnography, spectatorship, and e-sports. Convergence, 22, 115–130.
  • Wolf, J. (2017). Jerry Jones, John Goff buy majority stake in complexity gaming. ESPN. Retrieved from http://www.espn.com/esports/story/_/id/21309068/dallas-cowboys-owner-jerry-jones- john-goff-buy-majority-stake-complexity-gaming. (Erişim tarihi: 22 Ağustos 2022)
  • Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and culture, 15(3), 328-346.
  • Yu, B., Bennett, G., & Brison, N. (2019). Comparing Gender Consumption Motives of eSports Fans. In Sports Marketing Association Conference Proceedings.
Toplam 34 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor Hekimliği
Bölüm SPOR YÖNETİM BİLİMLERİ
Yazarlar

Serhat Yalçıner 0000-0002-9888-4777

Alp Kaan Kilci 0000-0001-6445-6400

Kaan Gürtay 0000-0002-7067-6052

Yayımlanma Tarihi 15 Aralık 2022
Gönderilme Tarihi 10 Kasım 2022
Yayımlandığı Sayı Yıl 2022

Kaynak Göster

APA Yalçıner, S., Kilci, A. K., & Gürtay, K. (2022). Espor İzleyici Taleplerinin ve Twitch Bağışı ile İlişkisinin İncelenmesi. International Journal of Sport Exercise and Training Sciences - IJSETS, 8(4), 181-189. https://doi.org/10.18826/useeabd.1201784