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Max Sjöblom
Max Sjöblom
Gamification Group, Tampere University
Verified email at aalto.fi - Homepage
Title
Cited by
Cited by
Year
What is eSports and Why Do People Watch It?
J Hamari, M Sjöblom
Internet Research 27 (2), 2017
17032017
Social motivations of live-streaming viewer engagement on Twitch
Z Hilvert-Bruce, JT Neill, M Sjöblom, J Hamari
Computers in Human Behavior 84, 58-67, 2018
9742018
Why do people watch others play video games? An empirical study on the motivations of Twitch users
M Sjöblom, J Hamari
Computers in Human Behavior, 2017
9512017
Content structure is king: An empirical study on gratifications, game genres and content type on Twitch
M Sjöblom, M Törhönen, J Hamari, J Macey
Computers in Human Behavior 73, 161-171, 2017
2752017
The ingredients of Twitch streaming: Affordances of game streams
M Sjöblom, M Törhönen, J Hamari, J Macey
Computers in Human Behavior 92, 20-28, 2019
2732019
Fame and fortune, or just fun? A study on why people create content on video platforms
M Törhönen, M Sjöblom, L Hassan, J Hamari
Internet Research 30 (1), 165-190, 2020
1152020
Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating
M Sjöblom, J Macey, J Hamari
Internet Research 30 (3), 713-735, 2020
782020
Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers
M Törhönen, L Hassan, M Sjöblom, J Hamari
462019
View, play and pay?–The relationship between consumption of gaming video content and video game playing and buying
M Törhönen, M Sjöblom, J Vahlo, J Hamari
362020
Flow in VR: a study on the relationships between preconditions, experience and continued use
L Hassan, H Jylhä, M Sjöblom, J Hamari
Hawaii International Conference on System Sciences, 1196-1205, 2020
342020
Liking the game: How can spectating motivations influence social media usage at live esports events?
M Sjöblom, L Hassan, J Macey, M Törhönen, J Hamari
Proceedings of the 9th international conference on social media and society …, 2018
242018
Likes and views: Investigating internet video content creators perceptions of popularity
M Törhönen, M Sjöblom, J Hamari
Proceedings of the 2nd International GamiFIN Conference, 108-114, 2018
202018
Esports: Final Report
M Sjöblom, J Hamari, H Jylhä, J Macey, M Törhönen
Tampere University, 2019
152019
Watching others play: a uses and gratifications approach to video game streaming motives
M Sjöblom
122015
Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans
J Macey, J Hamari, M Sjöblom, M Törhönen
5th International GamiFIN Conference, GamiFIN 2021, 120-129, 2021
82021
Space Pace: Method for creating augmented reality tours based on 360 videos
T Nummenmaa, O Buruk, M Bujić, M Sjöblom, J Holopainen, J Hamari
International Conference on ArtsIT, Interactivity and Game Creation, 119-138, 2020
42020
Esports
M Sjöblom, J Hamari, H Jylhä, J Macey, M Törhönen
Tampere University, 2019
42019
Spectating play-Investigating motivations for watching others play games
M Sjöblom
Aalto University, 2019
42019
Business models in e-sports, case: Starcraft 2
M Sjöblom
12011
Why do people use VR (games)? A study of continued use and spending
L Hassan, H Jyhlä, M Sjöblom, J Hamari
Conference Proceedings of DiGRA 2023 Conference: Limits and Margins of Games …, 2023
2023
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