It's More Than Just Sharing Game Play Videos!

It's More Than Just Sharing Game Play Videos!

Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA It’s More than Just Sharing Game Play Videos! Understanding User Motives in Mobile Game Social Media Hayun Kim * Woontack Woo Abstract KAIST KAIST As mobile gaming has become increasingly popular in Daejeon, Republic of Korea Daejeon, Republic of Korea recent years, new forms of mobile game social media [email protected] [email protected] such as GameDuck that share mobile gameplay videos have emerged. In this work, we set out to understand Lebogang Wame Molefi * Aviv Segev the user motives of GameDuck by leveraging the Uses KAIST KAIST and Gratification Theory. We first explore the major Daejeon, Republic of Korea Daejeon, Republic of Korea motive themes from users’ responses (n=138) and [email protected] [email protected] generate motivation survey items. We then identify the key motivators by conducting exploratory factor Auk Kim Uichin Lee analysis of the survey results (n=354). Finally, we KAIST KAIST discuss how this new social media relates to existing Daejeon, Republic of Korea Daejeon, Republic of Korea systems such as Twitch. [email protected] [email protected] ------------------------------- Author Keywords * Two authors contributed equally to this work Mobile games; streaming; social media; GameDuck; motivation; media usage; Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are ACM Classification Keywords not made or distributed for profit or commercial advantage and that H.1.2 Information Systems: User/Machine Systems; copies bear this notice and the full citation on the first page. Copyrights Human Factor for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). Introduction CHI'17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA ACM 978-1-4503-4656-6/17/05. As the audience for video gaming content has been http://dx.doi.org/10.1145/3027063.3053199 exponentially growing, live streaming platforms such as Twitch, YouTube gaming, and Hitbox have become 2714 Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA hugely popular. These live streaming platforms typically Related Work allow game players to stream their console/PC game Prior studies often used the Uses and Gratification play and viewers can chat in real-time. Recently, Theory (UGT) to analyze user motives of new media mobile gaming has taken a larger share of the market because UGT provides a useful conceptual framework than PC gaming [5]. Thus, there are also strong needs for explaining the ‘how and why’ of media use [6]. for additional options for broadcasting mobile gaming Usage motives of various kinds of new media were activities. analyzed in the past. Joinson [3] studied the motives and uses of the social networking site Facebook, and Table 1: Comparison GameDuck with Twitch One of the fastest growing mobile game social media is found seven unique uses and gratifications: social GameDuck—as of 2016, it has reached more than 1 connection, shared identities, photographs, content, million downloads across 20 countries, including the social investigation, social network surfing, and status United States, South Korea, and Germany. GameDuck’s updating. Ko et al. [4] explored the key motives of typical audience is Generation Z, born in 1995 or later, online chatting in social sports TV, including sharing who primarily use mobile rather than PC and who feelings/thoughts, entertainment, sharing information, communicate by video or movies rather than by text or and membership. Hamari and Sjöblom [2] investigated voice [8]. GameDuck differs from existing live why people watch eSports on the internet by streaming services such as Twitch in that participants constructing the Motivations Scale for Sports share recorded mobile game videos (as well as images), Consumption (MSSC), which comprises escape, and online communities (e.g., game channels and acquisition of knowledge, player skills, social interaction, teams) exist (see Table 1). As described in Figure 1, and enjoyment of aggression. Several studies GameDuck blends distinct mediums, such as mobile investigated game broadcasting services. Sjöblom and devices, gameplay broadcasting, social media, and the Hamari [7] studied the major motivators of viewers on gaming community. the video game streaming platform Twitch, namely cognitive, affective, personal integrative, social In this paper, we aim to understand the usage motives integrative and tension release. In contrast, Bründl and of mobile game social media, GameDuck, by leveraging Hess [1] examined the major motivators of the Uses and Gratification Theory (UGT) that explains broadcasters on Twitch. They found that content how and why of media usage. We first explore the contribution is not only influenced by individual motives Figure 1: Description about major themes of user motives from users’ responses (enjoyment, self-expression and identity, information overall current status of (a) Video (n=138) to generate survey items. We then administer dissemination, and monetary incentives), but also by a game streaming services (Twitch, YouTube gaming, Hitbox), (b) the generated survey questionnaire and perform broadcaster’s social capital (social interaction ties, Social networking services exploratory factor analysis of the survey results (n=354) commitment, and shared vision). GameDuck is a new (Facebook, Twitter, Instagram), to identify the key motivators. Finally, we discussed social media on mobile gameplay videos, which is very (c) Mobile streaming services how the motivators of GameDuck relate to those of different from Twitch and YouTube gaming. We aim to (Meerkat, Periscope, Mirrativ), conventional platforms such as Twitch. uncover major usage motives of both producers and (d) Gaming communities 2715 Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA consumers in GameDuck and analyze how they differ and more in that channel. If users follow a channel, the from those of traditional online broadcasting media. posts from that channel will be shown in their timeline. Service Usage: GameDuck Another interesting feature of GameDuck is the Team GameDuck is a social media application that allows feature that is helpful for making friends. By creating or mobile gamers to upload content, socialize, and share joining a team, users are able to read posts from their advice. The key features of GameDuck are screen team members (Figure 5a). It is easy for users to see recording and editing. It allows the user to easily record what their team members are doing all in one place. and edit their game play videos and upload them Team Talk is a feature for talking exclusively with the opposed to live streaming. members of a team. All of the teams are ranked based Figure 2: (a) User profile, (b) on the activeness (creating posts, the number of likes, Posts from following users are Gameduck has many similarities with other social comments, etc.) of their team members (Figure 5b). shown in timeline media services in that users are able to create a profile and follow each other. Users can express themselves by Methodology nickname, nationality, favorite games, and badges This study was conducted in a two-stage process (Figure 2a) in a profile. They can earn badges from guided by similar research if identifying motives various GameDuck quests. In addition, users can grounded in the UGT framework [3]. The first stage receive feeds on other users they are interested in by was an exploratory study to determine users’ motives following them (Figure 2b). In GameDuck, people through soliciting answers in a free-text format survey. express themselves, interact with one another, and Survey items were generated based on the significant share opinions by creating posts and using social motives that emerged from collaborative content features: Likes, Comments, and Bookmarks (Figure 3a). analysis of user responses. In the second stage, a Users can create a post with text, images, and their large-scale survey was conducted and followed by an Figure 3: (a) Likes and comment on a post, (b) Creating post recordings (Figure 3b). exploratory factor analysis that grouped relevant survey items in order to derive statistically significant GameDuck has specialized forums for talking about motives. specific topics, similar to online communities. They are called channels. In game channels, users can talk about Exploratory Study topics that are related to a specific game (Figure 4a). If Participants and Survey Content a user wants to post something about Minecraft: Pocket Participants were 138 GameDuck users who responded Edition, he/she creates the post in the Minecraft: to a request to complete a short online survey. The Pocket Edition channel only. Users can post about sample comprised 76 males and 62 females (Mean age something other than games on the Daily Life Channel = 13 years). Participants were recruited through a post (Figure 4b). They are able to create a post about to the “event board” on GameDuck. The survey was Figure 4: (a) Game channel, (b) anything they want such as memes, fan art, cartoons, open from November 18 to 22, 2016. The participants Daily life Channel 2716 Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA were compensated with 300 eggs1. The online survey compensated with a gift voucher worth USD $5. The contained basic demographic questions (e.g., age, questionnaire comprised two parts. First, we asked the gender, occupation) as well as open-ended questions participants to respond to a motive survey (which that probed usage motives. The participants were included 52 items on a 7-point Likert scale). These asked to respond to the following questions adapted items were based on the motives found in the from [3] in a free-text format. explorative study. The words and phrases in the items were drawn primarily from the original responses.

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