"Dublin Core:Title","Dublin Core:Description","Dublin Core:Creator","Dublin Core:Date","Dublin Core:Publisher","Dublin Core:Language","Dublin Core:Type","Dublin Core:Identifier","Dublin Core:Subject","Dublin Core:Source","Dublin Core:Contributor","Dublin Core:Rights","Dublin Core:Relation","Dublin Core:Format","Dublin Core:Coverage","Item Type Metadata:Text","Item Type Metadata:URL",tags,file,itemType,collection,public,featured
"Motivations for the use of video game streaming platforms: The moderating effect of sex, age and self-perception of level as a player","Cabeza-Ramírez, L. J., Sánchez-Cañizares, S. M., & Fuentes-García, F. J. (2020). Motivations for the use of video game streaming platforms: The moderating effect of sex, age and self-perception of level as a player. International journal of environmental research and public health, 17(19), 7019.","Cabeza-Ramírez, L. J., Sánchez-Cañizares, S. M., & Fuentes-García, F. J. ",2020,"International journal of environmental research and public health",English,"Journal Paper","http://dx.doi.org/10.3390/ijerph17197019",,,,,,,,,,"media usage,motivation,new media,Streaming,Twitch,uses and gratifications,video game,video streaming service",,,,1,0
"Content structure is king: An empirical study on gratifications, game genres and content type on Twitch","Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.","Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. ",2017,"Computers in Human Behavior",English,"Journal Paper","http://dx.doi.org/10.1016/j.chb.2017.03.036",,,,,,,,,,"social media,user-generated content,uses and gratifications,video games",,,,1,0
"Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users","Sjöblom, M., & Hamari, J. (2016). Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users. Computers in Human Behavior, 75, 985-996.","Sjöblom, M., & Hamari, J.",2016,"Computers in Human Behavior",English,"Journal Paper","https://doi.org/10.1016/j.chb.2016.10.019",,,,,,,,,,"let's play,media,media usage,Streaming,uses and gratifications",,"Journal Papers","Esports & Streaming",1,0
"Social Motivations of Live-streaming Viewer Engagement on Twitch","Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.","Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J.",2018,"Computers in Human Behavior",English,"Journal Paper","https://doi.org/10.1016/j.chb.2018.02.013",,,,,,,,,,"live streaming,motivation,social media,Twitch,uses and gratifications",,"Journal Papers","Esports & Streaming",1,0
"What is eSports and Why do People Watch it?","Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.","Hamari, J., & Sjoeblom, M.",2016,"Internet Research",English,"Journal Paper","http://doi.org/10.1108/IntR-04-2016-0085",,,,,,,,,,"media consumption,Streaming,uses and gratifications",,"Journal Papers","Esports & Streaming",1,0
"Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action","Xiao, M. (2019). Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action. Communication & Sport, 8(1), 92-122.","Xiao, M.",2020,"Games and Culture",English,"Journal Paper","https://doi.org/10.1177/2167479518819482",,,,,,,,,,"MSSC,theory of reasoned action,uses and gratifications,viewership",,"Journal Papers",,1,0