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Fame and fortune, or just fun? A study on why people create content on video platforms.

, , , and . Internet Res., 30 (1): 165-190 (2020)

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Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos., , , , , and . ArtsIT, volume 367 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 119-138. Springer, (2020)Fame and fortune, or just fun? A study on why people create content on video platforms., , , and . Internet Res., 30 (1): 165-190 (2020)The ingredients of Twitch streaming: Affordances of game streams., , , and . Comput. Hum. Behav., (2019)Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 120-129. CEUR-WS.org, (2021)Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers., , , and . HICSS, page 1-10. ScholarSpace, (2019)Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?, , , , and . SMSociety, page 160-167. ACM, (2018)View, Play and Pay? - The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying., , , and . HICSS, page 1-10. ScholarSpace, (2020)Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use., , , and . HICSS, page 1-10. ScholarSpace, (2020)Content structure is king: An empirical study on gratifications, game genres and content type on Twitch., , , and . Comput. Hum. Behav., (2017)Why do people watch others play video games? An empirical study on the motivations of Twitch users., and . Comput. Hum. Behav., (2017)