Motivations of usage for video game media and their effect on video game consumption
| dc.contributor | Aalto University | en |
| dc.contributor | Aalto-yliopisto | fi |
| dc.contributor.advisor | Altobello, Suzanne | |
| dc.contributor.author | Juuri, Sebastian | |
| dc.contributor.department | Mikkelin kampus | fi |
| dc.contributor.school | Kauppakorkeakoulu | fi |
| dc.contributor.school | School of Business | en |
| dc.date.accessioned | 2019-10-13T16:03:09Z | |
| dc.date.available | 2019-10-13T16:03:09Z | |
| dc.date.issued | 2019 | |
| dc.description.abstract | Objectives 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 escapism | en |
| dc.format.extent | 39 + 10 | |
| dc.format.mimetype | application/pdf | en |
| dc.identifier.uri | https://aaltodoc.aalto.fi/handle/123456789/40653 | |
| dc.identifier.urn | URN:NBN:fi:aalto-201910135667 | |
| dc.language.iso | en | en |
| dc.programme | (Mikkeli) Bachelor’s Program in International Business | en |
| dc.subject.keyword | influencer marketing | en |
| dc.subject.keyword | eSports | en |
| dc.subject.keyword | consumer behavior | en |
| dc.subject.keyword | video games | en |
| dc.title | Motivations of usage for video game media and their effect on video game consumption | en |
| dc.type | G1 Kandidaatintyö | fi |
| dc.type.ontasot | Bachelor's thesis | en |
| dc.type.ontasot | Kandidaatintyö | fi |
Files
Original bundle
1 - 1 of 1
Loading...
- Name:
- bachelor_Juuri_Sebastian_2019.pdf
- Size:
- 1013.84 KB
- Format:
- Adobe Portable Document Format