<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Likes and views: Investigating internet video content creators perceptions of popularity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Student Unemployed Retired</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Juho Hamari 1) Gamification Group, Laboratory of Pervasive Computing, Computing and Electrical Engineering, Tampere University of Technology 2) Gamification Group, Digital media, Faculty of Humanities, University of Turku 3) Gamification Group, Tampere Research Center for Information and Media, Faculty of Communication Sciences, University of Tampere</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Maria Törhönen 1) Gamification Group, Laboratory of Pervasive Computing, Computing and Electrical Engineering, Tampere University of Technology, Finland. 2) Gamification Group, Tampere Research Center for Information and Media, Faculty of Communication Sciences, University of Tampere</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Max Sjöblom 1) Gamification Group, Laboratory of Pervasive Computing, Computing and Electrical Engineering, Tampere University of Technology, Finland. 2) Gamification Group, Tampere Research Center for Information and Media, Faculty of Communication Sciences, University of Tampere, Finland. 3) Aalto University School of Science</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>21</fpage>
      <lpage>23</lpage>
      <abstract>
        <p>The online environment encourages digital natives to participate in various forms of collaborative and productive efforts through their use of social media and digital services such as Facebook, Wikipedia, Instagram and YouTube. These type of activities have turned the consumer of online media content and channels into a social prosumers (Fuchs, 2014; Ritzer 2010, 2015), which is particularly evident in the prosumption activities of social video content. Social video content is generated by private individuals and distributed to social networks through commercial services such as YouTube, Twitch and Facebook live. The rapid developed of supporting technologies (live-streaming, VR video formats, short video “story” integrations), dissemination platforms and even monetisation services (subscriptions, partnership programmes, donations) related to the creation of video content, have made this activity more approachable and available for the general public. Additionally, the emergence of online video influencers and celebrities such as PewDiePie and Zoella, has increased the allure of online fame and fortune, associated with social video content creation. The increase in the popularity of this activity has led to greater competition for the attention of the online audiences and their engagement with content Social video content creation revolves around a complicated set of new economic structures that combine both play and labour, playbour (Kücklich, 2005; Castronova, 2005; Lehtovirta &amp; Castronova, 2014), the platform economy, where the platforms facilitates content distribution as well as monetization structures and human interaction (Kenney &amp; Zysman, 2016), and the attention economy, where the attention of the viewers acts as a form of payment for the creators of content (Simon, 1971; Huberman, 2009, 2013).</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The attention economy has played a crucial part in the formation of economic value in digital media
formats and popularity. The idea of the attention economy evolved from a simple notion, that
attention itself is a commodity. This idea was first introduced before the emergence of digital
consumer technology, to examine the economics of the increasingly information-rich world
(Simon, 1971), but developed into an accurate economic structure for the digital environments that
depend on the abundance of content and information and the scarcity of attention (Huberman,
2013).</p>
      <p>The different aspects of popularity and the attention economy in digital realms have been studied
through various different forms of social media formats. For example, studies related to Facebook,
have examined the content posted on Facebook and its effects on popularity (Goodwin, Griffin,
Lyons, McCreanor &amp; Moewaka Barnes, 2016) and the “like economy” of Facebook, that
exemplifies how technology, through buttons and interactions, can transform our social interactions
into transactions (Gerlitz &amp; Helmond, 2013). Whereas previous research related to YouTube has
examined the elements of attention on YouTube (García-Rapp, 2016) and how negative emotions
are associated with the attention economy of YouTube (Berryman &amp; Kwaka, 2017).
This research will examine the aspects of popularity of social video content creators through an
online survey (N=385). The research will analyse and evaluate which aspects of content creation,
content creators perceive to be most valuable towards their popularity, and which of those aspects
they place most effort in.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Methods</title>
      <p>This research examines the popularity of social video content creators, by determining what content
creators themselves perceive to have an effect on their popularity, and how much effort they place
on these aspects within their content creation activities. The respondents were presented with
eighteen predetermined elements related to different aspects of social video content creation, that
were considered to emphasise the content or the content creator to their viewers. These aspects of
social video content creation were selected based on seven preliminary semi-structured interviews
with different types of content creators, and through observation of different content creators and
dissemination channels in digital environments.</p>
      <p>The data for this research was collected through an online survey, which was distributed through
various social media outlets (Facebook, Reddit, Twitch) and through an email contact list to social
video content creators globally. The data was collected during 2017 from 385 social video content
creators, out of whom a majority were young adults (millennials/Generation Y). More demographic
information presented in Table 1. The respondents were asked two different questions related to
the selected aspects of popularity: “Please rate how important you estimate the following things
are in regards to the popularity of the videos you share online?” and “How much effort do you put
in the following things when producing and sharing videos online?”. Respondents then rated each
aspect on a 7-point Likert scale (1 indicating “strongly disagree” and 7 indicating “strongly agree”),
which was used to determine the means for each aspect of popularity for the analysis of this
research.</p>
      <p>Age
3.</p>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>Other
&lt;17
18-24
24-34
35-44
44&gt;
33
160
126
37
21
1.3%
131
61
5
35.6%
16.1%
1.3%
The results, presented in Table 2, indicate that content producers place importance in entertainment
value, interaction and communication, personality, originality and activity level to a greater extent
(M&gt;5), and to a smaller extent related to the topic of videos, technical skills, search optimization,
technical equipment, profile appearance, skill of the host and sharing personal experiences
(5&gt;M&gt;4). Content producers felt networking with other producers, offline presence and agents to
be of less important (4&gt;M&gt;3), and even less so with props, special guests and sex appeal (3&gt;M).
In regards to effort, content producers placed greater effort in entertainment value, interaction and
communication, personality, originality, technical skills and topic of videos (M&gt;5). They placed
slightly less effort on activity level, search optimization, technical equipment, profile look, skill of
the host and sharing personal experiences (5&gt;M&gt;4). Less effort was placed on networking with
other producers and offline presence (4&gt;M&gt;3), and least effort content producers reported for
agents, props, special guests and sex appeal (3&gt;M).
2 Interaction and Direct communication with the audience
communication with audience through comments, chats etc. Primarily
non</p>
      <p>promotional and community enhancing.</p>
      <p>Your personality as the host of The personality traits portrayed or enhanced 5.33
the videos within the video
1.554
5.15 1.783
Originality
Activity levels/frequency of
posting</p>
      <p>Originality of the video content</p>
      <p>How often content is published
The typical topic of the videos The typical topic of video content
you share
Technical skills</p>
      <p>Technical skills of the content creator related 4.89
to video production (e.g. editing skills)
Importance
Mean
5.65
5.55
5.08
5.01
4.96</p>
      <p>SD
1.231
1.494</p>
      <p>Technical equipment
10 Your profile look
11 Level/skill of the host</p>
      <p>Search optimization related to the created
social video content
Technical equipment utilized in the
production and distribution of videos
The visual and communicative effect of the
profile of a content creator (related to video
content creation activities)
Level of skill of the content creator in their
preferred topic/activity presented in their
videos (e.g. gaming)
12 Sharing personal experiences Sharing information and experiences that are 4.05
and information considered personal to the content creator</p>
      <p>(e.g. depression/anxiety).
13 Network with other streamers Communication and relationships with other 3.9</p>
      <p>and vloggers content creators
14 Offline presence
15 Agents/influencer network
(representatives that provide
you with opportunities etc.)</p>
      <p>Activities outside the digital environments
related to social video content creation (e.g.
public appearances and events)
Working with promotional networks or
representatives who provide further
commercial opportunities and development
related to social video content creation.
16 Props in the videos</p>
      <p>Additional props in the videos.
17 Special guests</p>
      <p>Special guests in the videos.
18 Sex appeal of the host of the
videos</p>
      <p>The physical appearance of the content
creator themselves.</p>
      <p>3.52
1.689
3.47</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>
        The personality of the host was reported to be an important contributor to popularity. Content
creators also reported that they made a conscious effort in depicting their persona as well as their
domain specific skills in their content creation activities. The host of social video content is often
central to the content of the video and visible throughout, especially in popular genres such as
gaming and beauty. Content creators have been found to utilize their content to construct a
brandedself (Senft, 2013) and a micro-celebrity status
        <xref ref-type="bibr" rid="ref8">(Marwick, 2015)</xref>
        , through which these individuals
position themselves as consumable public figures in the eyes of the online audiences. As
microcelebrities, the content creators may reflect a level of relatability to their audiences, but also have
an influence on those audiences as “authority” figures, which then again feeds into the larger sphere
of the attention economy through elements of promotion.
The importance of the personality of the content creator is often also highlighted in the tone and
mood of the social video. This is especially highlighted in the development of a “happiness
economy” where the content that portrays favorable, positive, moods and personalities is perceived
more favorably, and therefore also gains more attention and popularity. This has been discussed by
the popular social video content creator, Felix Kjellberg (PewDiePie) in his “Forced Positivity on
YouTube” video (Kjellberg, 2017). However, there has been an increase in subgenres and type of
content that reinforces negative associations and moods, through either encouraging criticism (eg.
bad gameplay videos) or supporting negatively associated moods, such as anxiety, sadness or even
anger (Berryman &amp; Kwaka, 2017).
      </p>
      <p>The content itself is another crucial part of the attention economy, which has been highlighted in
previous research on spectating social video content (Sjöblom, Törhönen, Hamari &amp; Macey 2017,
Sjöblom &amp; Hamari, 2017, Hamilton, 2014). The topic of the content, combined with search
optimization, increases the visibility of the content creator and their content, whereas entertainment
value and originality of content allow for further engagement and consistency of audiences and
feeds into the self-branding of the content creator. It should be noted, that although search
optimization was considered to be important for the popularity of the content creator, the effort
placed on it was not as highly rated. This may be related to the difficulty in managing search
optimization efforts, or evaluating its real effects on popularity.</p>
      <p>
        The topic and originality of content may also allow for further development of communities around
the content creator or their content. Community aspect is highlighted in our findings, as the
importance of the activity level/frequency of posts of the content creator, and their interaction with
the viewers. Maintaining an engaged community is imperative in the attention economy, as the
amount of available content continuously grows and competes for the same viewers. The
community of a content creator requires continuous interaction with the content creator themselves
in order to maintain said community and audience. Interaction on digital services, especially,
allows for the illusion of a more intimate relationship with a public figure, which is one of the main
differences between online celebrity and digital micro-celebrity
        <xref ref-type="bibr" rid="ref8">(Marwick &amp; Boyd, 2011)</xref>
        . Through
interaction and frequent content, the content creator maintains a reoccurring viewer base, which
for example in Twitch, is one of the biggest requirements for levelling up in their achievement
system. The findings of our study, however, also indicate that content creators do not place great
effort on aspects such as a networking with other content creators and their offline presence, which
seems to indicate that the focus of effort is on the community of viewers and the active content
creation.
      </p>
      <p>Although there is great emphasis on the content of video as well as the content creator and their
community, the technical skills of a content creator and their equipment also seem to have a
significant importance on the perceived popularity of the content creator. This may highlight the
growing standards of quality of digital video content. Viewers of social video content are
increasingly expecting the video to be of high quality. The accessibility of editing software and
filters, as well as the development of social video sharing services and platforms, have also
increased these expectations, as well as the level of technical skills of content creators.
Our findings also indicated a few aspects that were perceived to have a low impact on the popularity
of a content creator. Out of these aspects, the most surprising was the sex appeal of the content
creator. Sex appeal, as a controversial topic, has been a subject of ongoing discussion related to
using sex appeal to gain more concurrent viewers and popularity in social video content creation.</p>
      <p>This discussion has resulted in increased platform enforced regulations related to sexual content
and sex appeal such as the dress code enforced by Twitch (Twitch, 2018). These discussions have
been especially focused on female streamers and their behavior and popularity on social video
sharing platforms. Due to this discussion, there has been an ongoing effort to improve the standards
of social video content on popular services, which may also be reflected in the findings of this
study. This finding reveals an interesting aspect of social video sharing related to the perception of
sexualisation and sexual appeal in content creation, that could be examined in future research.
The final element to have a relatively low impact in our findings is the importance of third-party
agents and networks on the popularity of social video content. This aspect of social video content
creation is relatively new and represents a new economic layer in social video content creation. Not
only is this a novel element in social video creation, it also represents a certain type of
professionalised aspect of the activity that may not be relevant for those content creators who
consider this a leisure activity. These types of partnerships commonly require the content creator
to already have a certain level of popularity, in order for them to become more relevant in their
activities.</p>
      <p>This research presents an overview of the aspects of popularity of social video content creation.
We acknowledge that these aspects are based on a relatively narrow interpretation of the activity,
which we aimed to address by interviewing different types of content creators before generating
these categories of popularity. The research aims to address an emerging issue in content creation.
As the tools to generate content become more accessible, the amount of available content grows.
This leads to an oversupply of content, which will require developed skills of media literacy to
interpret and evaluate. Assessing the different aspects of popularity, does not only provide content
creators the tools to approach content creation, but also allows for media organisations to evaluate
their approach to content and information creation and dissemination in this looming era of the
"infocalypse” (Warzel, 2018) .
Warzel, C. (2018, February 12). He Predicted The 2016 Fake News Crisis. Now He's Worried About An
Information Apocalypse. Retrieved from:
https://www.buzzfeed.com/charliewarzel/the-terrifying-futureof-fake-news?utm_term=.bi9KryWXd&amp;ref=mobile_share#.juq8R9jx4</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Berryman</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Kavka</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2018</year>
          ). Crying on YouTube.
          <source>Convergence: The International Journal of Research into New Media Technologies</source>
          ,
          <volume>24</volume>
          (
          <issue>1</issue>
          ),
          <fpage>85</fpage>
          -
          <lpage>98</lpage>
          . https://doi.org/10.1177/1354856517736981 Castronova,
          <string-name>
            <surname>E.</surname>
          </string-name>
          (
          <year>2005</year>
          ).
          <article-title>Synthetic worlds: The business and culture of online games</article-title>
          . Chicago: University of Chicago Press.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Fuchs</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Digital prosumption labour on social media in the context of the capitalist regime of time</article-title>
          .
          <source>Time &amp; Society</source>
          ,
          <volume>23</volume>
          (
          <issue>1</issue>
          ),
          <fpage>97</fpage>
          -
          <lpage>123</lpage>
          . https://doi.org/10.1177/0961463X13502117 García-Rapp,
          <string-name>
            <surname>F.</surname>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>Popularity markers on YouTube's attention economy: the case of Bubzbeauty.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <given-names>Celebrity</given-names>
            <surname>Studies</surname>
          </string-name>
          ,
          <volume>8</volume>
          (
          <issue>2</issue>
          ),
          <fpage>228</fpage>
          -
          <lpage>245</lpage>
          . https://doi.org/10.1080/19392397.
          <year>2016</year>
          .1242430 Gerlitz,
          <string-name>
            <given-names>C.</given-names>
            , &amp;
            <surname>Helmond</surname>
          </string-name>
          ,
          <string-name>
            <surname>A.</surname>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>The like economy: Social buttons and the data-intensive web</article-title>
          .
          <source>New Media and Society</source>
          ,
          <volume>15</volume>
          (
          <issue>8</issue>
          ),
          <fpage>1348</fpage>
          -
          <lpage>1365</lpage>
          . https://doi.org/10.1177/1461444812472322 Goodwin,
          <string-name>
            <given-names>I.</given-names>
            ,
            <surname>Griffin</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            ,
            <surname>Lyons</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            ,
            <surname>McCreanor</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            , &amp;
            <surname>Moewaka Barnes</surname>
          </string-name>
          ,
          <string-name>
            <surname>H.</surname>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Precarious Popularity: Facebook Drinking Photos, the Attention Economy, and the Regime of the Branded Self</article-title>
          .
          <source>Social Media and Society</source>
          ,
          <volume>2</volume>
          (
          <issue>1</issue>
          ). https://doi.org/10.1177/2056305116628889 Hamilton,
          <string-name>
            <given-names>W. A.</given-names>
            ,
            <surname>Garretson</surname>
          </string-name>
          ,
          <string-name>
            <given-names>O.</given-names>
            , &amp;
            <surname>Kerne</surname>
          </string-name>
          ,
          <string-name>
            <surname>A.</surname>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Streaming on twitch: fostering participatory communities of play within live mixed media</article-title>
          .
          <source>Proceedings of the SIGCHI Conference on Human Factors in Computing Systems</source>
          ,
          <volume>1315</volume>
          -
          <fpage>1324</fpage>
          . https://doi.org/10.1145/2556288.2557048 Huberman,
          <string-name>
            <given-names>B.</given-names>
            ,
            <surname>Romero</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            , &amp;
            <surname>Wu</surname>
          </string-name>
          ,
          <string-name>
            <surname>F.</surname>
          </string-name>
          (
          <year>2009</year>
          ).
          <article-title>Social networks that matter: Twitter under the microscope</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <given-names>First</given-names>
            <surname>Monday</surname>
          </string-name>
          ,
          <volume>14</volume>
          (
          <issue>1</issue>
          ),
          <fpage>1</fpage>
          -
          <lpage>9</lpage>
          . https://doi.org/10.2139/ssrn.1313405 Huberman,
          <string-name>
            <surname>B.</surname>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>Social Computing and the Attention Economy</article-title>
          .
          <source>Journal of Statistical Physics</source>
          ,
          <volume>151</volume>
          (
          <issue>1-2</issue>
          ),
          <fpage>329</fpage>
          -
          <lpage>339</lpage>
          . https://doi.org/10.1007/s10955-012-0596-5
          <string-name>
            <surname>Kjellberg</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          [PewDiePie] (
          <year>2017</year>
          , January 6). Forced Positivity on YouTube [Video file]. Retrieved from: https://www.YouTube.com/watch?v=
          <fpage>iyGI1uHyyws</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Kenney</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Zysman</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <source>Entrepreneurial Finance in the Platform Economy Era: What Consequences for Labor? Conference 1</source>
          ,
          <fpage>1</fpage>
          -
          <lpage>53</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Kücklich</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2005</year>
          ).
          <article-title>Precarious Playbour : Modders and the Digital Games</article-title>
          . Fibreculture, (
          <volume>5</volume>
          ),
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          https://doi.org/10.1016/B978-0
          <source>-7506-7523-9</source>
          .
          <fpage>50022</fpage>
          -2
          <string-name>
            <surname>Lehdonvirta</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Castronova</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <source>Virtual Economies: Design and Analysis</source>
          . Cambridge, MA: MIT Press.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Marwick</surname>
            ,
            <given-names>A. E.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>You May Know Me from YouTube: (Micro-)Celebrity in Social Media</article-title>
          . In in A Companion to Celebrity (pp.
          <fpage>100</fpage>
          -
          <lpage>127</lpage>
          ). https://doi.org/10.1002/9781118475089 Marwick,
          <string-name>
            <given-names>A.</given-names>
            , &amp;
            <surname>Boyd</surname>
          </string-name>
          ,
          <string-name>
            <surname>D.</surname>
          </string-name>
          (
          <year>2011</year>
          ). To see and be seen:
          <source>Celebrity practice on Twitter. Convergence</source>
          ,
          <volume>17</volume>
          (
          <issue>2</issue>
          ),
          <fpage>139</fpage>
          -
          <lpage>158</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Ritzer</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>Focusing on the Prosumer</article-title>
          . In Prosumer Revisited (pp.
          <fpage>61</fpage>
          -
          <lpage>79</lpage>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          https://doi.org/10.1007/978-3-
          <fpage>531</fpage>
          -91998-
          <issue>0</issue>
          _3 Ritzer,
          <string-name>
            <surname>G.</surname>
          </string-name>
          (
          <year>2015</year>
          ).
          <source>Prosumer Capitalism. Sociological Quarterly</source>
          ,
          <volume>56</volume>
          (
          <issue>3</issue>
          ),
          <fpage>413</fpage>
          -
          <lpage>445</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          https://doi.org/10.1111/tsq.12105 Senft,
          <string-name>
            <surname>T. M.</surname>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>Microcelebrity and the Branded Self</article-title>
          . In A Companion to New Media Dynamics (pp.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          346-
          <fpage>354</fpage>
          ). https://doi.org/10.1002/9781118321607.ch22 Simon,
          <string-name>
            <surname>H.</surname>
          </string-name>
          (
          <year>1971</year>
          ).
          <article-title>Designing organizations for an information-rich world</article-title>
          .
          <source>Computers, Communications, and the Public Interest</source>
          ,
          <volume>72</volume>
          , 37. https://doi.org/citeulike-article-id:986786 Sjöblom,
          <string-name>
            <given-names>M.</given-names>
            , &amp;
            <surname>Hamari</surname>
          </string-name>
          ,
          <string-name>
            <surname>J.</surname>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>Why do people watch others play video games? An empirical study on the motivations of Twitch users</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>75</volume>
          ,
          <fpage>985</fpage>
          -
          <lpage>996</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          https://doi.org/10.1016/j.chb.
          <year>2016</year>
          .
          <volume>10</volume>
          .019 Sjöblom,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>Törhönen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>Hamari</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            , &amp;
            <surname>Macey</surname>
          </string-name>
          ,
          <string-name>
            <surname>J.</surname>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>Content structure is king: An empirical study on gratifications, game genres and content type on Twitch</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>73</volume>
          ,
          <fpage>161</fpage>
          -
          <lpage>171</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>