What is eSports and Why Do People Watch It? J Hamari, M Sjöblom Internet Research 27 (2), 2017 | 1736 | 2017 |
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 | 1019 | 2018 |
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 | 974 | 2017 |
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 | 285 | 2019 |
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 | 278 | 2017 |
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 | 123 | 2020 |
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 | 80 | 2020 |
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 | 48 | 2019 |
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 | 37 | 2020 |
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 | 35 | 2020 |
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 | 24 | 2018 |
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 | 23 | 2018 |
Esports: Final Report M Sjöblom, J Hamari, H Jylhä, J Macey, M Törhönen Tampere University, 2019 | 15 | 2019 |
Watching others play: a uses and gratifications approach to video game streaming motives M Sjöblom | 12 | 2015 |
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 | 8 | 2021 |
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 | 5 | 2020 |
Esports M Sjöblom, J Hamari, H Jylhä, J Macey, M Törhönen Tampere University, 2019 | 4 | 2019 |
Spectating play-Investigating motivations for watching others play games M Sjöblom Aalto University, 2019 | 4 | 2019 |
Business models in e-sports, case: Starcraft 2 M Sjöblom | 1 | 2011 |
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 |