Motivations of usage for video game media and their effect on video game consumption

dc.contributorAalto Universityen
dc.contributorAalto-yliopistofi
dc.contributor.advisorAltobello, Suzanne
dc.contributor.authorJuuri, Sebastian
dc.contributor.departmentMikkelin kampusfi
dc.contributor.schoolKauppakorkeakoulufi
dc.contributor.schoolSchool of Businessen
dc.date.accessioned2019-10-13T16:03:09Z
dc.date.available2019-10-13T16:03:09Z
dc.date.issued2019
dc.description.abstractObjectives The main objectives of this study were to find the motivations that drive the usage of video game media platforms and what the relationship between using the different game media types was. The objectives also included examining the effect the usage of the medias have on the consumption of video games themselves. Summary Video game medias were divided into three platforms for the research: video game live streams, eSports events, and pre-recorded videos about gaming. Video gamers and video game media have been studied previously but in an isolated manner focusing on one area of media or on the motivations of playing video games. Previous literature has established that various motivations that existed in consumption of sports and media also translated into consumption of video games and related media. The conceptual framework was derived from these previously used scales and tested with an online survey. The results illuminated differences in motivations between the medias and other factors how the medias differ from each other. Conclusions The different game medias had varying motivations for usage, but all reported having a positive effect on video game consumption through media usage. For game streams and pre-recorded game videos, the driving motivation was entertainment, and for eSports events the driving motivation was escapismen
dc.format.extent39 + 10
dc.format.mimetypeapplication/pdfen
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/40653
dc.identifier.urnURN:NBN:fi:aalto-201910135667
dc.language.isoenen
dc.programme(Mikkeli) Bachelor’s Program in International Businessen
dc.subject.keywordinfluencer marketingen
dc.subject.keywordeSportsen
dc.subject.keywordconsumer behavioren
dc.subject.keywordvideo gamesen
dc.titleMotivations of usage for video game media and their effect on video game consumptionen
dc.typeG1 Kandidaatintyöfi
dc.type.ontasotBachelor's thesisen
dc.type.ontasotKandidaatintyöfi

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