New Media & Society · 2021 · 53 citations · 42 references
Social SciencesCommunicationCultural StudiesAudience StudiesMedia StudiesPopular Culture StudiesAudience BehaviorFan CultureGaming CultureMedia AudiencesVideo Game CultureVideo Game StudiesGame PlayGamer CultureGaming FandomLive Streaming AudiencesOnline SpectatorshipSemi-structured InterviewsSpectatorial EngagementTurn-taking
Just watchers are individuals who enjoy watching others play video games but have no desire to play themselves, a group that has been underexplored compared to other spectator populations. The study investigates the motivations and experiences of just watchers in video game spectatorship. The authors conducted semi‑structured interviews with 27 participants to examine their motivations for spectatorship and reasons for avoiding gameplay. Findings reveal that perceived effort, skill deficits, limited access, and toxic online communities deter playing, while spectatorship provides distinct narrative engagement and a sense of belonging to gaming culture.
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.
42
Reconceptualizing barriers to family leisure
Duane W. Crawford, Geoffrey Godbey · Leisure Sciences · 1987 · 1.3K citations
What is eSports and why do people watch it?
Juho Hamari, Max Sjöblom · Internet Research · 2017 · 950 citations
A casual revolution: reinventing video games and their players
Choice Reviews Online · 2010 · 891 citations
Social Sciences, Design, Game Theory +12