叙述的
电子游戏
透视图(图形)
心理学
博弈机制
视频游戏文化
人口
现象
电子游戏设计
社会心理学
社会学
多媒体
游戏中的回合、回合和计时系统
计算机科学
量子力学
物理
哲学
人口学
人工智能
语言学
标识
DOI:10.1177/1461444821989350
摘要
This study explores the phenomenon of video game spectatorship from the perspective of a population I refer to as “just watchers.” Previous studies have tended to focus on game spectatorship from turn-taking “non-players” or live-streaming audiences, specifically. “Just watchers” are individuals who express no desire to play video games themselves, yet are avid spectators of others’ video game play, both virtually and in-person. Drawing on semi-structured interviews with 27 participants, this study explores their motivations for gaming spectatorship, as well as their aversion to playing games themselves. Findings suggest the “work” of playing games, lack of skill, access to games, and toxic online communities are deterrents to playing games. Participants expressed that games spectatorship offers them narrative engagement that is distinct from traditional media, and that despite “just watching,” they tend to consider themselves as part of gaming culture.
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