Motivasi Penonton Livestream di Aplikasi Twitch

Authors

  • Azel Ryhan STIKOM InterStudi
  • D. Nawolo Baskoro Communication, STIKOM InterStudi, Jakarta

DOI:

https://doi.org/10.37329/ganaya.v4i2.1329

Keywords:

Uses and Gratification, Motivations, Game Online, Streamers, Twitch

Abstract

The study focuses on finding motivation for others to watch people play video games on Twitch. The population studied is between the ages of 16 and 24 in Bekasi (509,407 People). Samples were randomly extracted with a Slovin formula with 400 responses. This data is retrieved using Google Form and analyzed using Warpls. Research motivation is the perspective of Uses and Gratification: Cognitive, Affective, Personal integration, Social integration and Tension release. The results is that cognitive factors have a significant impact on the Streamers Watch (H1c β = 0,051), Personal Integrative, Social Integrative, and Tension Release  Factor have a very influence by Hours Watching variables(H3a β = 0,068; H4a β = 0,065; H5a β = 0,067), The tension release factor is strongly influenced by the streamers follow variable(H5c β = 0,093) and there are no factors that really affect the Subscribe variable

References

A. D. Gelman, H., Kobrinski, L. S., & Smoot, S. B. W. (1991). A STORE-AND-FORWARD ARCHITECTURE FOR VIDEO-ON-DEMAND SERVICE. 842–846. https://doi.org/10.1109/ICC.1991.162477

Albab, M., & Saleh, A. (2011). Hubungan Motivasi dan Pola Menonton dengan Tingkat Kepuasan Pemirsa pada Program Berita Topik ANTV (Kasus Pemirsa di Komplek Perumahan Pondok Sukatani Permai, Tapos, Kota Depok).

Anderson, K. E. (2018). Getting acquainted with social networks and apps: streaming video games on Twitch.tv. Library Hi Tech News, 35(9), 7–10. https://doi.org/10.1108/LHTN-08-2018-0054

APJII. (2019). Penetrasi & Profil Perilaku Pengguna Internet Indonesia Tahun 2018. Apjii, 51.

Badan Pusat Statistik Kota Bekasi. (2016). Statistik Penduduk Kota Bekasi.

Cheung, G., & Huang, J. (2011). Starcraft from the stands: Understanding the game spectator. Conference on Human Factors in Computing Systems - Proceedings, August, 763–772. https://doi.org/10.1145/1978942.1979053

Chin, W. W. (n.d.). .The partial least squares approach for structural equation modeling. In G. A. Marcoulides (Ed.), Modern methods for business research. Lawrence Erlbaum.

Eric. (2021). Why is Twitch so Popular?. https://streamersplaybook.com/why-is-twitch-so-popular/. Kamis, 05 Agustus 2021, Pukul 22:20

Decision Lab. (2018). A Behavioral Analysis of Mobile Gamers. POKKT, Decision Lab, SEA Market.

Dilut.com. (2019). Tentang Twitch Tv Adalah.

Djamarah, S. B. (2002). Strategi Belajar Mengajar. RINEKA CIPTA.

Febriana. (2012). Dampak Permainan Game Online Terhadap Siswa.

Fornell, C., & Larcker, D. F. (1981). Evaluating Structural Equation Models with Unobservable Variables and Measurement Error. Journal of Marketing Research, 18(1), 39. https://doi.org/10.2307/3151312

Gerbing, D. W., & Anderson, J. C. (1988). An Updated Paradigm for Scale Development Incorporating Unidimensionality and Its Assessment. Journal of Marketing Research, 25(2), 186. https://doi.org/10.2307/3172650

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085

Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: Fostering participatory communities of play within live mixed media. Conference on Human Factors in Computing Systems - Proceedings, 1315–1324. https://doi.org/10.1145/2556288.2557048

Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58–67. https://doi.org/10.1016/j.chb.2018.02.013

Kasiram, M. (2010). Metodologi penelitian: Kualitatif–Kuantitatif (UNSPECIFIED (ed.)). UIN-Maliki Press.

Kaytoue, M., Silva, A., Cerf, L., Meira, W., & Raïssi, C. (2012). Watch me playing, i am a professional: A first study on video game live streaming. WWW’12 - Proceedings of the 21st Annual Conference on World Wide Web Companion, May, 1181–1188. https://doi.org/10.1145/2187980.2188259

Littlejohn, S. W., & Foss, K. A. (2005). Theories of human communication. Southbank, Vic., Australia ; Belmont, Calif. : Thomson Wadsworth, ©2005.

McLuhan, M. (1994). Understanding media : the extensions of man. MIT Press.

McMillan, D. W., & Chavis, D. M. (1986). Sense of community: A definition and theory. Journal of Community Psychology, 14(1), 6–23. https://doi.org/10.1002/1520-6629(198601)14:1<6::AID-JCOP2290140103>3.0.CO;2-I

Notoatmodjo, S. (2007). Promosi kesehatan dan perilaku kesehatan. RINEKA CIPTA.

Ruggiero, T. E. (2009). Mass communication and society uses and gratifications theory in the 21st Century. Mass Communication and Society, 3(1), 3–37. https://doi.org/10.1207/S15327825MCS0301

Scheibe, K., Fietkiewicz, K. J., & Stock, W. G. (2016). Information Behavior on Social Live Streaming Services. Journal of Information Science Theory and Practice, 4(2), 6–20. https://doi.org/10.1633/jistap.2016.4.2.1

Severin, W. J., & Tankard jr, J. W. (2005). Communication Theories: Origins, Methods and Uses in the Mass Media (5th Edition). Addison Wesley Longman, Inc.; 5 edition.

Sjöblom, M., & Hamari, J. (2016). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985–996. https://doi.org/10.1016/j.chb.2016.10.019

Sugiyono. (2001). Metode Penelitian Bisnis, Pendekatan Kuantitatif, Kualitatiff, Kombinasi, dan R&D (Edisi 3 Ce). CV Alfabeta.

Utomo, I. W. (2017). Pengaruh Brand Image, Brand Awareness, dan Brand Trust Terhadap Brand Loyalty Pelanggan Online Shopping (Studi Kasus Karyawan Di BSI Pemuda). Jurnal Komunikasi, VIII(1), 76–84.

Walgito, B. (2011). Pengantar Psikologi Umum. Andi Yogyakarta.

Whiting, A., & Williams, D. (2013). Why people use social media: a uses and gratifications approach. Qualitative Market Research: An International Journal, 16(4), 362–369. https://doi.org/10.1108/QMR-06-2013-0041

Woermann, N., & Kirschner, H. (2015). Online Livestreams, Community Practices, and Assemblages. Towards a Site Ontology of Consumer Community. Advances in Consumer Research, 43(January 2015), 438–442.

Kasirom, M. (2010). Metodologi Penelitian Kuantitatif-Kualitatif. In Malang: UIN Maliki Press.

Downloads

Published

10-09-2021

How to Cite

Azel Ryhan, & Baskoro, D. N. (2021). Motivasi Penonton Livestream di Aplikasi Twitch. Ganaya : Jurnal Ilmu Sosial Dan Humaniora, 4(2), 339–355. https://doi.org/10.37329/ganaya.v4i2.1329

Issue

Section

Articles