Examination of digital game streaming viewers' personality traits and usage behaviours with digital game streaming viewing motivations: A Twitch sample
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Abstract (EN)
This research aims to examine whether gender, age, personality traits, the number of digital game streamer viewed weekly, the number of digital game streamer followed weekly, the number of digital game streamer subscribed weekly, the time spent weekly on viewing digital game streaming, the time spent weekly on playing digital game were the predictors of digital game streaming viewing motivations. For this purpose, the research is designed with the correlational model. The sample of the study is comprised of 964 digital game streaming viewers selected with the convenient sampling method. Data are collected by means of five factor personality traits scale, Twitch users' motivation measurement tools and personal information form. In the data collection process of the research, data collection tool is applied to the digital game streaming viewers on voluntary basis both through online forms and by on-site hard copy forms. In the analysis of the data, first, the assumptions are tested, correlation and hierarchical regression analyzes are carried out. Statistical Package for Social Sciences (SPSS) and Linear Structural Relations (LISREL) 8.54 statistical software package were used in the statistical analyses. As a result of the research, age, conscientious, the number of digital game streamer subscribed weekly, and the time spent weekly on viewing digital game streaming in the dimension of enjoyment, gender, age, the number of digital game streamer subscribed weekly, and the time spent weekly on viewing digital game streaming in the dimension of information seeking about game products are significant variables in digital game streaming viewing motivations. It was revealed that the number of digital game streamer viewed weekly in the dimension of learning about game strategies, gender, age, and the number of digital game streamer subscribed weekly in the dimension of recognition are significant variables. It was, also, determined that age, extraversion, the number of digital game streamer viewed weekly, and the time spent weekly on viewing digital game streaming in companionship sub-dimension and age, the number of digital game streamer subscribed weekly, and the time spent weekly on viewing digital game streaming in the shared emotional connection sub-dimension are significant variables. Moreover, it was determined that extraversion and conscientiousness in the escape dimension and extraversion and openness to experience in the distraction dimension, the number of digital game streamer viewed weekly, and the time spent weekly on viewing digital game streaming are significant variables. Age, extraversion, and the time spent weekly on viewing digital game streaming were found to be significant variables in the relaxation sub-dimension.
Author
Yasin Üngören
Institution

Sakarya University
Bilgisayar ve Öğretim Teknolojileri Eğitimi Bilim Dalı
How to Cite
Yasin Üngören (Master Thesis). Examination of digital game streaming viewers' personality traits and usage behaviours with digital game streaming viewing motivations: A Twitch sample, 2020, Sakarya University.
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