CONSUMERS' ATTITUDES TOWARDS PERSONAL BRANDING ON TWITCH.TV AND THEIR SUBSEQUENT PURCHASE INTENTION - TOBIAS NILSSON - DIVA
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Consumers' attitudes towards personal branding on Twitch.tv and their subsequent purchase intention Tobias Nilsson Economics, bachelor's level 2020 Luleå University of Technology Department of Business Administration, Technology and Social Sciences
Consumers’ attitudes towards personal branding on Twitch.tv and their subsequent purchase intention Tobias Nilsson Luleå, 2020 Bachelor of Science in Business and Economics Luleå University of Technology
Acknowledgements This bachelor thesis began in early April 2020 and was finalized at the start of June 2020 for the bachelor marketing degree. It marks the end of my finished studies at Luleå University of Technology (LTU). At the time of this report the covid-19 pandemic occurred which complicated matters, so I would like to sincerely thank my supervisor Joseph Vella who did his absolute best to help me carry this project out even if we had to deal with technical issues! I would also want to thank my family and friends who kept me sane at times, and all the respondents who took their time to help me out. Luleå, June 2020 ______________________ Tobias Nilsson
Abstract Through the past decade live streaming has grown to be a greater sensation, creating a competitive scene among those involved. Live streamers are able to broadcast their daily life or their gameplay sessions while also interacting with viewers. As this is a relatively new phenomenon it has not yet been fully explored, and it is missing critical research in how attitudes and purchase intention among viewers change with different factors. Previous research has shown that elements such as demographics, content consumption and behavioral aspects might increase viewers’ purchase intention. Furthermore, in accordance with attitudinal theory, attitudes have been shown to correlate with the general purchase intention, when it comes to Internet users. This study was therefore conducted to fill the gap in knowledge regarding personal branding on Twitch.tv, or Twitch in short, and how it affects attitudes with its subsequent purchase intention. This research adopted an exploratory approach as it aimed to “explore the unknown” and to provide pertinent data for future studies. This was realized via a qualitative method of semi- structured one-to-one interviews involving both streamers and viewers. Findings show that two aspects of personal branding on Twitch have a greater potential of affecting attitudes; namely personalities of a streamer and the type of content they provide. If these two are managed well there are implications of positive attitudes among the viewers and subsequently an intention to purchase. Keywords: Personal Branding, Live Streaming, Purchase Intention, Attitudes, Twitch.tv
Table of Contents 1. Introduction ............................................................................................................................ 1 1.1. Background ...................................................................................................................... 1 1.2 Problem Discussion .......................................................................................................... 3 1.3 Research Purpose .............................................................................................................. 3 1.4 Research Questions........................................................................................................... 4 1.5 Delimitations .................................................................................................................... 5 2. Literature Review ................................................................................................................... 6 2.1 Personal Branding............................................................................................................. 6 2.2 Attitudes............................................................................................................................ 7 2.3 Brand Personality ............................................................................................................. 9 2.4 Purchase Intention .......................................................................................................... 10 2.5 Brand Awareness ............................................................................................................ 11 2.6 Frame of Reference ........................................................................................................ 11 3. Methodology ........................................................................................................................ 13 3.1 Research Purpose ............................................................................................................ 13 3.2 Research Approach ......................................................................................................... 13 3.3 Data Collection ............................................................................................................... 14 3.3.1 Interviews ................................................................................................................. 14 3.3.2 Literature Search ...................................................................................................... 15 3.4 Sample Selection ............................................................................................................ 15 3.5 Data Analysis .................................................................................................................. 16 3.6 Credibility ....................................................................................................................... 16 3.7 Ethics .............................................................................................................................. 17 4. Empirical Data...................................................................................................................... 18 4.1 Personal Branding on Twitch ......................................................................................... 18 4.1.1 Various Types of Streamers ..................................................................................... 18
4.1.2 Importance of Personality ........................................................................................ 18 4.1.3 Other factors of Personal Branding .......................................................................... 19 4.2 Discovery and Attitudes ................................................................................................. 19 4.3 Attitudes and Purchase Intention .................................................................................... 20 4.4 Personal Branding’s effect on Viewers .......................................................................... 22 5. Data Analysis ....................................................................................................................... 25 5.1 Personal Branding on Twitch ......................................................................................... 25 5.2 Personal Branding, Attitudes and Purchase Intention .................................................... 26 6. Findings and Conclusions .................................................................................................... 29 6.1 Conclusions of Research Questions ............................................................................... 29 6.1.1 RQ1: What are the main characteristics of personal branding on Twitch according to the streamers themselves? ................................................................................................. 30 6.1.2 RQ2: How do viewers normally perceive their own attitudes on Twitch and how do these, in turn, affect their purchase intention? .................................................................. 30 6.1.3 RQ3: What are the main factors that affect the viewers’ attitudes towards a streamer? ........................................................................................................................................... 31 6.2 General Conclusions ....................................................................................................... 31 6.3 Limitations ...................................................................................................................... 32 6.4 Implications for Streamers.............................................................................................. 33 6.5 Theoretical Implications ................................................................................................. 33 6.6 Directions for future research ......................................................................................... 34 Reference List .......................................................................................................................... 35 Appendices ............................................................................................................................... 41 Appendix A: Streamer Interview Guide ............................................................................... 41 Appendix B: Viewer Interview Guide .................................................................................. 42
Table of Figures Figure 2.1: Theory of Reasoned Action…………………………………………….…………8 Figure 2.1: Frame of Reference………………………………………………………………. 12 Figure 5.1: Frame of reference adjusted for analyzed data…………………………………… 27 Table of Tables Table 1.1: Research Questions……………………………………………………………….. 4 Table 4.1: Empirical Data……………………………………………………………………. 23 Table 6.1: Research Questions Explained……………………………………………..…….. 29
1. Introduction In this chapter the background of live streaming on Twitch including the problems involved will be described. The research purpose along with the research questions will be clarified and delimitations will be made clear. Live streaming, also simply called streaming, is a newer phenomenon which has taken the world by storm, and with this, created a greater competitive scene among those involved. The main goal of this thesis is to provide a better understanding of consumers’, also referred to as the “viewers”, attitudes towards personal branding and their subsequent purchase intention. 1.1. Background With the rise of live streaming platforms established throughout the past decade, there has been a new market created for both broadcasters and consumers to explore. A broadcaster, or streamer as they will be referred to, is able to broadcast their content to a website which provides a place for viewers to watch, chat, subscribe, donate and more. This content could for instance be video games, cooking, drawing, vlogging, singing, playing instruments and chatting with viewers (Deets, 2018). To maintain a stable flow of viewers there is a need to brand oneself and to continuously strive to improve and grow. If a streamer desires success they must create an incentive strong enough for the viewer to take action and support the streamer in the ways possible (Twitch, 2017). One of the major live streaming platforms, Twitch.tv, has been around since 2011 when it derived from another former live streaming website, Justiv.tv. Justin.tv was created back in 2007 and was one of the earlier stages of live streaming introduced on the internet. The founder Justin Kan used to walk around with a camera to parks, events and bars while streaming it to an audience all night and day (Rice, 2012). This was only the start of their business which came to develop Twitch.tv. Once Twitch launched, DiPietro (2011) described it as “Competitive video gaming community, coming together to broadcast competition live online, leveraging all- new features designed specifically for gamers.”. The focus was mainly on gaming but has since taken a wide variety of approaches to better suit the audience and is no longer mainly focusing on gaming. As a comparison for its growth; during February 2020 there were 3.8 million 1
streamers broadcasting, compared to 2012 when it stood at 300.000 broadcasts per month (Iqbal, 2020). When people start streaming there will be no revenue to instantly obtain. If they maintain a view count of three or more concurrent viewers among other requirements they do qualify to be a Twitch affiliate. At this stage there will be an option for viewers to subscribe at $4.99, $9.99 and $24.99 per month (Twitch, 2020). Each different tier will give the viewer emotes to use on the website as a whole as well as ad-free content, but the main reason is typically to support the streamer and their content. These emotes are mostly created to express emotions in an easier way and are created individually by each streamer. There are also different types of actions which a viewer may take such as giving microtransactional donations, or so called ‘bits’. One ‘bit’ correlates to one cent, so 100 bits would be $1. If a streamer holds 75 concurrent viewers or more among other requirements they may qualify to be a Twitch partner. When being in the partner program the streamer can play ads to receive revenue, have better features benefitting both the streamer and viewer along with the previously mentioned methods of revenue (Twitch, 2020). With a major platform like Twitch there will be fierce competition between the streamers to maintain the viewers they have. To create incentives for the viewer to stay the streamer must create an enjoyable channel environment, find a niche that works for them, utilize events, giveaways or similar. Personal branding allows them to get out of the crowd which could benefit them in both an increase of viewers, as well as the viewers’ attitudes and subsequent purchase intention (as in subscribing and such). Foster (2016) argues that streamers who succeed in getting themselves “out there” tend to earn a substantial income from advertising revenue, sponsorships, subscriptions and donations (or tips as many call it). The correlation between attitudes and purchase intentions has been studied for a long time, but not so much in the current area of streaming. Literature and research is sparse which shows a need for further exploration as this is a major market which should not be overlooked. Vrountas (2020) does however mention that several elements such as how content is consumed, demographics and behavioral information may also affect consumers’ purchase intention. Attitudes have been shown to increase consumers’ purchase intentions for general internet users, 2
and this may play a role here as well (George, 2002). With this in mind there will now be a clarification of the topic at hand and the main purpose of the study. 1.2 Problem Discussion During 2005 YouTube was born and created a new platform for people to explore, ultimately becoming a competitor to television and its media (Darcey, 2016). They opened up a new giant market of video streaming which made more and more people interested in the concept. As soon as websites such as Justin.tv, Ustream and Livestream were created for live streaming content back in 2007, it fascinated people and made them realize that it might have a great potential (Rice, 2012). Going from 300 000 monthly broadcasters in 2012 to around 3.8 million during February 2020, Twitch has shown a massive increase in popularity (Iqbal, 2020). With a great increase of new broadcasters comes greater competition which makes it more difficult to be successful in this line of business. Live streaming is an area which has not been around for a long time and competition was not as intense when it started out around 2007 (Rice, 2012). It is easy to miss out on new potential market areas such as live streaming, but with its increase in popularity over the past decade it shows a great capability for the people’s careers. If streamers seek popularity and success they will most likely be required to figure out a strategy that works for them and then be consistent with it. A long-term goal for a streamer could be that they have created brand awareness for their own channel on the website as a whole, and with that attract more people to check one out. Twitch (2017) themselves explained that to achieve success, a streamer must create a reputation for yourself, be consistent, and find out what your viewers want. If you forget to develop your personal brand in a way which properly fits the community it may cause the viewers to form a negative attitude towards you as a streamer, resulting in a lower level of purchase intention. It is with this in mind that it has become crucial to explore and highlight the importance of personal branding and how attitudes are created from such. This leads us to the purpose of this study. 1.3 Research Purpose Considering the previously mentioned statements, the proposed research purpose of this study will be as following: 3
“Understand how personal branding on Twitch affect viewers’ attitudes and their subsequent purchase intention” This exploratory research aims to provide a better understanding of the importance of personal branding for live streamers, on Twitch, and to which extent it affects the viewers’ attitudes and subsequent purchase intention. 1.4 Research Questions Leading the research problem with research questions is critical to properly grasp the topic and find the right information needed. Three research questions have been created and stand as following: Table 1.1: Research Questions Research Question Explanation RQ1: “What are the main characteristics of The streamers will be asked what they personal branding on Twitch according to themselves consider as important when the streamers themselves?” maintaining their personal brand. This is to understand the most significant aspects of personal branding on Twitch and to not concentrate on less important elements. RQ2: “How do viewers normally perceive Understanding what drives the viewers to their own attitudes on Twitch and how do take action is of main focus in this study. these, in turn, affect their purchase Attitudes and how they affect the purchase intention?” intention will be explored. Here it is crucial to notice the importance of personal branding and how it affects the purchase intention. RQ3: “What are the main factors that affect Even if a viewer did not previously have an the viewers’ attitudes towards a streamer?” intention to act it does not mean that they would not in the future. This helps to acknowledge what factors a streamer could concentrate on to create the best intentions from a viewer. 4
These research questions are mainly focusing on personal branding and its implications on attitudes and the subsequent purchase intentions. If these can be understood the research purpose may be achieved. It is also important to consider what the main properties of a personal brand on Twitch might be to understand all aspects that a streamer deals with. Research question 1 is from the streamers’ perspective, while research question 2 and 3 are from the viewers’. 1.5 Delimitations This study is delimited to Twitch.tv and how the viewers’ attitudes and purchase intention becomes affected by personal branding there. If more streaming websites would be considered it could make the topic too broad. While this research takes both viewers’ and streamers’ point of view in consideration, it is mainly concentrating on the viewers. Because of the time given to do the research it would also be difficult to properly handle the area. Characteristics such as age, sex and location of the viewer is not tracked as this is not relevant for this study. The purchase intention is delimited to only involve subscriptions, donating in any form and similar means to support the streamer. Other purchase intentions for products such as Twitch’s own service products would not be relevant to this study and will therefore not be considered. 5
2. Literature Review The literature review chapter aims to present the theories and terms and how they connect to the research purpose of this thesis. In this study these correspond to the marketing area, branding, attitudes and purchase intentions in particular. The terms and theories concluded in this chapter will be Personal Branding, Attitudes, Brand Personality, Purchase Intention and Brand Awareness. 2.1 Personal Branding Personal branding is a long-standing marketing term which focuses on the image of a person rather than a company’s product for instance. Personal branding may be defined as a marketing effort which a person adopts to promote oneself towards the market instead of a product in particular (Khedher, 2015). McNally (2002) further describes it as identifying the competencies, standards and style for a person. Maintaining a personal brand may have three steps; (1) establishing a brand identity and standing out of the crowd, (2) positioning the brand with the use of behavior management, communication and symbolism, and (3) evaluating the image of said brand (Khedher, 2014). They added that these practices tended to improve the competitiveness among people on a crowded job market. Chen (2013) mentions that a brand can be considered as a product, organization, person or symbol. They claim that a personal brand can have its own personality to be strategically implemented for the impression of consumers. Both Chen (2013) and Naresh (2012) argue that uniqueness and key identifying attributes of said personality would act as their identity and should carefully be maintained. Brand personality has also shown to significantly affect brand attitudes, and brand attitudes, in turn, have shown to increase purchase intention (Pradhan, Duraipandian and Sethi, 2016). There are several types of segments where a person can brand themselves. To achieve the desired success one must find their fitting segment (Wedel, 2000). Ip and Jacobs (2005) mention that there are two segments which stands out in the video-game market, casual- and hardcore gamer. They argue that these two include significant attitudinal differences which should be considered by the market. Smith, Obrist and Wright (2013) adds that gamer-streamers can brand themselves by choosing between three identified communities; e-sports, “Let’s Play” and speedrunning. They describe e-sports as a competitive scene where players compete with each other in tournaments and alike. This is similar to how speedrunning is a challenge whereas 6
people try to beat a game as fast as possible, creating a competitive scene among those involved (Smith et. al 2013). They also define a “Let’s Player” as a casual gamer who mainly strives to entertain their viewers. Smith et. al. (2013) adds that the distinction between the three is that both e-sports and speedrunning tends to have a competitive scene, while a “Let’s Play” is more casual. If personal branding is managed well there will be implications for the success of sales (Labrecque, Markos, Milne, 2011). Labrecque et. al. (2011) further argue that a personal brand must capture and promote the individual’s unique assets along with their strengths. This is parallel to how companies brand their products. If they do not maintain their branding strategies well enough, there is a risk of them losing their customer base, and with that revenue. Brems et. al. (2017) describe the personal brand of a journalist on Twitter as an important aspect to increase their so called “market value”. Similar to this statement there are strong implications towards success and a higher value whenever the personal brand is standing out compared to others and creating positive attitudes (Twitch, 2020). This brings us to the next concept, attitudes. 2.2 Attitudes Attitudes have been a subject of research for a long time with many definitions. Albarracin (2018) defines attitudes as a part of social psychology which can be divided into beliefs, intentions, behaviors and goals. Each part affects the attitude in some way and are ultimately put forth to an evaluation. This evaluation determines the end result of an attitude towards an object or a person, which goes hand in hand with what Parment (2015) defines it as. Parment continues with relating attitudes to feelings and experiences with a certain product or service and mentions that they will determine if the consumer will establish a purchase intention from it. Furthermore, both Wu (2009) and Pradhan et. al. (2016) add that an attitude towards a brand forms the connection between the consumers’ behavior and behavioral intention. Wu (2009)’s study showed a significant correlation between brand awareness and how attitudes are affected, and thereafter purchase intentions. According to Keller (1993) attitudes also form a basis for consumer behavior which in itself derive from consumers’ intentions. They also bring up the functional theory of attitudes which argues that attitudes can serve as a “value-expressive” function. This model makes use of consumers expressing their self-concept, or beliefs, of a product or service’s attributes and / or benefits to get a general perception of it. Brands can use 7
this to avoid unwanted situations where their brand is perceived as negative or acknowledge when it is desirable. The theory of reasoned action (TRA) is a concept which links attitudes and intentions together. According to this model, as seen in figure 2.1 below, beliefs and salient information affect the behavioral intentions through attitudes and subjective norms. Other external variables are also assumed to affect the behavioral intention, but through attitudes or subjective norms. (Madden, Ellen, Ajzen, 1992) Ajzen (1991) also claimed that intentions can be accessed with the help of understanding attitudes, and attitudes with the help from beliefs. A general rule which Ajzen mentions is that the stronger a consumer’s intention is, the more likely it is for them to act. Figure 2.1: Theory of Reasoned Action Source: Madden et. al. (1992) It is important to note that this model aims to explain volitional behaviors. Behaviors such as impulsive, habitual or cravings are excluded as they might not be seen as a conscious decision. (Hale, Householder and Greene, 2002) Hale et. al. (2002) further argues that a person can form either positive or negative attitudes depending on beliefs of whatever is evaluated. These attitudes will then affect the subsequent behavioral intention which is parallel with how Han (2020) perceived the connection. Ajzen (2001) also identified that strong attitudes tend to be more resistant to change while also having beliefs which are more accessible. 8
Pradhan et. al. (2016) mentions a component of attitudes which has demonstrated to evoke positive emotions among consumers, brand personality. This concept will now be explored and linked together with attitudes. 2.3 Brand Personality Mischel (1996) mentions that personality is a characteristic which is often associated with the term behavior and is built on constructs such as complexes, needs and motivations, anxieties, habits, ego and so on. Parment (2015) further argues that personality consists of the psychological attributes that an individual carries and which may affect their behavior and attitudes. He also explains that a brand can express different types of personalities and emotions to properly fit the targeted segment of consumers. Furthermore, Toldos-Romero and Orozco- Gómez (2015) claimed that there is a significant correlation between strong brand personalities and purchase intention. Pradhan et. al. (2016) adds that brand personalities which are desirable among consumers tend to result in favorable brand evaluations. They claim that brands which match the consumers’ personalities will encourage positive attitudes, and with that a higher purchase intention. A 5-factor model of personality, also named “Big Five”, structured personality under 5 different categories; neuroticism, extraversion, openness to experience, agreeableness and conscientiousness (Judge, Higgins, Thoresen, Barrik, 1999). The personality category of neuroticism handles anxiety and stress as well as insecurity and depression. One could say that it examines the emotional stability and problems which a person deals with. Extraversion involves how social a person might be. People who typically score high on this personality trait tend to be more active and impulsive while also taking the role of a leader. Conscientiousness can be divided into three different aspects; achievement orientation, dependability and orderliness. It could be seen as the amount of self-control the individual has. Someone who scores high on openness to experience is usually characterized by flexibility and creativity while someone with a high degree of agreeableness tends to be cooperative, good-natured, cheerful and gentle. All of the personality traits have different implications on career success, either good or bad. (Judge et. al., 1999) 9
2.4 Purchase Intention Purchase intention is the phenomena whereas a consumer has the desire to acquire a product, but not if the purchase necessarily happens (Chang and Wildt, 1994). This is parallel to Morwitz (2014) and Jayesh (2015) who imply that the purchase intention itself does not correspond to a purchase behavior itself, but solely the intention of doing the said purchase. Societal, emotional, logical, moral, psychological and economic factors may make a difference for purchase intentions and will be crucial to consider (Renu, 2020). Several studies such as Pradhan et. al. (2016), Wu (2009), Ilicic (2011), Keller (1993) links purchase intention as a consequence of attitudes. There are also theory frameworks such as TRA which define the relationship between them as significant (Madden et. al, 1992). Ajzen (1991) mentions that the volitional control which a person possesses is linked to their behavioral intention. The beliefs which attitudes are grounded on can be either positive, leading to increased purchase intention, or negative, leading to a decreased purchase intention. This relation between attitudes and intentions was also identified in other studies and areas such as Ratcliff et. al. (2006) who investigated how direct thinking might affect beliefs and the subsequent intention of participating in activities not usually seen as appealing. Such accessible beliefs may be influenced to create an attitude which benefits the following intention as well (Ajzen, 2001). Another aspect which can affect the purchase intention is brand personality. Wang (2009) mentions that there is a significant correlation between brand personality, which is perceived to be strong and positive, and the purchase intention that follows. They also highlight that consumers with a positive attitude towards the specific brand personality tend to remember the brand and recommend it to others. The perceived value among consumers of a brand may also increase when the brand is synonymous with Corporate Social Responsibility (CSR) according to Servera-Francés and Piqueras-Tomás (2019). This value would thereafter affect their attitudinal loyalty and satisfaction received, and as the authors add, consumer satisfaction itself influences their purchase intention. Whenever a brand is perceived in a positive way, it is more likely that it will make more consumers aware of the brand, and with that the subsequent purchase intention (Han, 2020). He claims that while negative buzz does increase the brand awareness, it also leads to a negative purchase intention. With the rise of the Internet it has also been increasingly easier for consumers to find information to evaluate before forming purchase intentions (Lu, Chang and 10
Chang, 2014). They mention that reviews sharing attitudes may influence how other consumers perceive the brand and if they want to associate with it. 2.5 Brand Awareness Percy (1992) treats brand awareness as a dichotomy that involves both recall and recognition objectives. Whenever a brand is created for either a person or company there is a strong need for creating awareness among potential consumers. Both Percy (1992) and Hutt (2013) emphasizes the importance of brand awareness as opposed to brand recognition. When a product is mentioned a consumer might recall that they have heard of the brand, but they would otherwise not be able to name the brand on the top of their head. Han (2020) relates branding to both negative and positive buzz and that they respectively affect the brand awareness. Even if the buzz around a brand is negative it still puts traces in the consumers’ minds. As Han (2020) mentions, the effect will greatly depend on the situation. The brand may still benefit from the negative buzz in the end as more consumers on the market became aware of it. Han also implies that people tend to forget about the negative buzz while they still keep their recognition of the brand. Wu (2009) did as previously mentioned find that brand awareness strongly influences the brand image, and with that brand attitudes. They indicate that if a brand is seen as a “brand leader” there is a high chance that they are perceived as high-value, good quality and other capabilities. Positive consciousness among consumers thereafter tend to create a beneficial attitude, leading to purchase intention. 2.6 Frame of Reference The study set a research purpose of understanding how personal branding on Twitch affect viewers’ attitudes and their subsequent purchase intention which then would be answered with the three research questions seen below. RQ1: “What are the main characteristics of personal branding on Twitch according to the streamers themselves??” RQ2: “How do viewers normally perceive their own attitudes on Twitch and how do these, in turn, affect their purchase intention?” RQ3: “What are the main factors that affect the viewers’ attitudes towards a streamer?” 11
These research questions may be answered with the guidance from concepts such as personal branding, attitudes and purchase intention. A frame of reference has been constructed and can be seen in the figure below. Personal Attitudes Purchase Branding Intention RQ1 RQ2 & RQ3 RP Figure 2.2: Frame of Reference This study aims to examine the effects on attitudes by personal branding and how attitudes, in turn, affect the subsequent purchase intent. Among the attitudes it is also important to recognize brand awareness and brand personality of a streamer as these may be interconnected. Brand personality is seen as a part of attitudes in this instance and will not be included in the model as a stand-alone component. An important distinction is that a purchase intention does not necessarily result in an actual purchase (Chang and Wildt, 1994). Whenever a consumer has a positive attitude they might have a desire to buy a product which classifies as the purchase intention according to Renu (2020). This study will therefore not consider the behavior created by the consumers’ purchase intention. 12
3. Methodology The methodology chapter presents the method of choice to be able to explore the research purpose and answer the research questions. Furthermore the chapter presents how data was collected and from whom. The chapter will also explain the platform of choice for data collecting and how it was done. 3.1 Research Purpose The research purpose which this thesis followed was to understand how personal branding on Twitch affects viewers’ attitudes and with that their purchase intention. While attitudes and purchase intention have been studied for a long time, they have not been fully explored within a live streaming platform context such as Twitch. An exploratory research purpose is therefore suitable for this type of study because of its new area of research. Moreover, the research may be useful for further studies as a basis which also creates an incentive for it to be exploratory. 3.2 Research Approach To properly answer the research purpose and question there is a need to determine if a quantitative or qualitative approach is the most appropriate. Depending on the needed data the options will differ. A qualitative approach tends to have an interview or similar methods to gather more personal data while quantitative research will have more respondents with less personal opinions (David & Sutton, 2017). For this study a qualitative approach was taken to answer how viewers’ attitudes towards personal branding on Twitch affects their purchase intention. The qualitative research was made with two different branches in mind; from a streamer, and viewer perspective. A total of three interviews were conducted with partnered Twitch streamers to understand their view on personal branding and what it involves. The reason for this was that they have been involved in it and are more likely to be aware of what aspects are prominent on Twitch. A total of 8 viewers were interviewed to further answer research question 2 and 3. As these research questions mainly concentrated on the viewers’ perception and attitudes it is of importance to mainly consider these. Once the interviews did not give new information they were determined to be sufficient. 13
During a study it is possible to take either a deductive or inductive approach. An inductive method is explorative and attempts to analyze the data without setting up hypotheses and later test them. It is also often connected to qualitative research (David & Sutton, 2017). Considering this, an inductive approach was taken as the research aims to explore the data without setting any hypotheses. 3.3 Data Collection Data can be collected through both secondary and primary sources. Secondary data can be characterized as data which the users themselves did not collect, and primary is data which they themselves did collect (David & Sutton, 2017). In this study the use of both were utilized in the form of interviews and search through literature databases. 3.3.1 Interviews Interviews are as David & Sutton (2017) mention a method to collect qualitative data. These are mostly performed on a one-to-one basis, but can also be conducted through phone or computer. Three types of interviews exist; structured, semi-structured and unstructured. David & Sutton (2017) explain that a semi-structured interview gives certain freedom in what the respondent may answer, including any follow-up questions, if so needed. This semi-structured type of interview was applied in this study as the interviewees’ thoughts and ideas were of main importance. It was possible to structure the interview questions while still letting the respondents say what they thought about the topic. As a form of interview guidance, the interview questions were based on a scale named “Attitudes toward the spokesperson” created by Martin, Lee and Yang (2004). This scale makes use of five, five-point bi-polar adjectives which are used to measure an attitude towards the individual features. For example, a scale may range from “not believable” to “very believable” or “not persuasive” to “very persuasive”. The reason to use this scale was to use a reliable scale which has been utilized in the past with a known past of being applicable. However, this scale is normally used under quantitative circumstances. A qualitative approach could nevertheless make use of it by for example questioning the respondents how likely they are to take action for distinctive situations. Questions formed around this scale kept the semi-structured interviews in mind to still allow freedom for the respondents’ answers. 14
Primary data was collected in two batches; the first one from streamers and later from the viewers. It was mainly collected through written one-to-one interviews, but also through voice chat as the target market is primarily online and across several countries. The oral interviews were later transcribed, with each participant’s approval, for easier access during analysis. 3.3.2 Literature Search The secondary data which has been used throughout the research has been found through Luleå Tekniska Universitets database, Scopus, Web of Science and Google Scholar as these were fitting for the research area. As this is an area which has scarce amount of data, some was also collected from various websites with reliable yet relevant data such as Twitch’s official website. When searching for literature the following keywords have been used: Personal Branding, Marketing, Branding, Twitch.tv, Live Streaming, Streaming, Purchase Intention, Brand Awareness, Brand Personality and Attitudes. Most keywords have been used together as well as different variations of them such as Intention and Intent to get a better result. 3.4 Sample Selection Defining the correct population is important to not accidentally include other non-relevant sources. Depending on how big this population is, different methods to research them can be taken. If it consists of a large number of people one can simply make use of samples instead. (David & Sutton, 2017) As the population of Twitch users is of great numbers it is easier to investigate a population sample instead. The represented population of this study has two branches once again; the streamers and the viewers on Twitch. Interviewed viewers were chosen from different communities to get variation. They were first asked about their activity on the website to make sure that they could answer the interview questions and give meaningful information. Considerations for age or sex were not taken as they were deemed to be irrelevant for the study. Streamers who have actively been working with personal branding and marketing themselves were chosen to have a proper representation. If they did not work actively on these aspects they would likely not be able to answer as thoroughly. The streamers selected had a viewer base of around 500-2000 concurrent viewers and were considered small- to medium sized streamers. 15
3.5 Data Analysis An inductive method of analysis was taken in this study, this means that the data was analyzed without the use of coding, formulas or other mathematical tendencies. Once all data had been collected it was put in one place to easily access it. The answers from all respondents weighed as much as any other, so none of their opinions were trivialized. By comparing the different answers it was also possible to group general thoughts which most respondents agreed upon. The general thoughts were then chosen to answer the research questions. A few respondents had additional answers which act as an exception in the collected data, but it was still considered. Even if they gave comments which other did not, it was still valuable information. 3.6 Credibility Credibility can be seen as a sense of believability. Castillo, Mendoza and Poblete (2011) mention that you must offer a reasonable ground to stand on for your research. David and Sutton (2017) add that the validity of a study can be divided into two parts; internal and external. The internal aspect measures if the collected data really represents the sample group, while the external part measures if the data is representative for the population as a whole. The data was collected from different communities to create a diversity of opinions among the respondents. However with the limited time it was not possible to interview a larger sample group. With this selection it is likely that the internal validity is greater than the external as there is close contact with the individuals during a qualitative interview. The issue at hand was nevertheless studied in an objective way to not let subjective opinions or bias from the writer influence the results. With the reason for the research approach a semi-structured interview was created to achieve most relevant information possible while still keeping it within the frames of the study. As David & Sutton (2017) mentioned, it is likely that a greater amount of irrelevant information is captured if the interview is unstructured, while a structured one could be too restricted. With this in mind the respondents were given the freedom to give an answer that was relevant and not out of topic which makes the data more reliable. 16
3.7 Ethics While conducting a research the aim is to consider the integrity of the involved parties. Vetenskapsrådet (2017) put eight rules to follow when conducting a study which have been considered in the creation of this research. • You shall tell the truth about your research. • You shall consciously review and report the basic premises of your studies. • You shall openly account for your methods and results. • You shall openly account for your commercial interests and associations. • You shall not make unauthorized use of research results of others. • You shall keep your research organized, for example through documentation and filling. • You shall strive to conduct your research without doing harm to people, animals or the environment. • You shall be fair in your judgement of others’ research. Any sources of information used in this have been used objectively without adding or removing any type of information from it. Respondents were told that they will remain anonymous and that they also could cancel the interview at any time. A time was set up which best fit them to not force them to participate during an inconvenient time. 17
4. Empirical Data In this chapter all the data proposed by interviewees will be presented. Data collected for personal branding is collected from streamers while the viewers were questioned regarding the rest. The section will first explore the collected data and then a summary will show the main points at the end of the chapter. 4.1 Personal Branding on Twitch Understanding the most significant elements of personal branding on Twitch is of importance to not lay considerable attention to its smaller details. Three streamers were interviewed to understand how they themselves perceive personal branding on Twitch. These respondents will be labeled Respondent S-A, S-B and S-C. All the respondents have been streaming on Twitch for almost 8 years, but not all of them have been in the partnered program for this long. Respondent S-C partnered up with Twitch back in 2013 while S-A and S-B did so back in 2012. 4.1.1 Various Types of Streamers When questioned about the first thing that came to mind when hearing the term personal branding on Twitch, there seemed to be a general understanding. Respondent S-C mentioned that Twitch has different types of streamers one can label themselves as. These could include “pro-gamer” in which the player concentrates on one game, gets very good at it, attends tournaments and similar venues. These people are mostly known for their skill and they end up gaining views as a result. There are also other streamers who work more on their community and tend to do a variety of streams. As respondent S-A mentioned; these streamers might play a newly released game one day, while cooking in front of their audience on another day. All respondents agreed upon the importance of streamers identifying their own niche, based on their respective competencies.. 4.1.2 Importance of Personality A term which often came up during the interviews was personality, and how this may enable streamers to brand themselves. The interviewees meant that while it is possibly to achieve success without investing much of your personality, it is not very likely. Respondent S-C described how some streamers who reached their peak with their respective skills, may even stream without the use of microphone and webcam, while others convey a lot of their emotions 18
using the same means. Respondent S-B who saw himself as a laid-back and “chill” streamer tried to communicate an environment where viewers could sit and relax. He claimed that some people do not look for an intense gameplay session with a lot going on at the same time, and instead would prefer to have background noise while doing other tasks or similar. Respondent S-A however preferred to hype moments up and make others join in to chat. Something that all respondents seemed to agree upon was that particular personalities help attract individuals with similar personalities, and that this would enable streamers to brand themselves and their respective streams with their own personality. 4.1.3 Other factors of Personal Branding While all respondents seemed to agree that one of the major determinants of personal branding on Twitch is finding the right niche that matched the streamer’s personalities, other factors were identified. For example, respondent S-C claimed that the channel emotes provided on a streamer’s channel could be considered as a form of branding as well. The idea is to create a mascot for one’s channel which people might recognize all over Twitch. As quoted by the respondent; “When I see certain emotes of mascots I know instantly where they come from”. Colors and themes are also different ways used by streamers for self-branding purposes and letting the viewer know what kind of streamer they are, according to respondent B. He also mentioned that he maintains a blue theme throughout his stream, to associate a relaxing feeling. 4.2 Discovery and Attitudes With a fast-growing market such as Twitch it is important to understand what viewers look for when searching for a streamer and how their attitudes might affect the purchase intention. There were 8 respondents which were labeled V-A to V-H. Most of the interviewees had been watching Twitch since 2011-2014, with an exception of one respondent who joined in during 2017. Most respondents show a common theme of browsing Twitch’s category directory when searching for new channels. For example, respondent V-D said that he had done it the same way ever since he signed up to the website. He basically goes into the directory which groups all the streamers being live at the current moment and then chooses from there. These categories which respondent V- D ends up choosing depends on his current mood, personal favorites or new trends. Another popular method to find new channels among the respondents was 19
raids/hosts from other streamers. In this case, streamers might send their viewers over to another channel once they finish their broadcast. This is done with a chat command and most of the viewership transfers over to the chosen streamer. Respondent V-H claimed that this could be a good way of finding channels as you are transferred without having to click on anything. Satisfied viewers would then tend to follow that particular streamer. The interviewees did however have a few standards they follow when deciding whether they want to follow or not. Respondent V- E mentioned that every stream has its own feel to it and if their produced content happens to meet her tastes, it is likely that she would follow. Respondent V- D highlighted the importance of becoming emotionally involved in what they do, as otherwise he would feel like their only goal is to turn it into a comedy show. Respondent V-C recalled the previously mentioned phenomenon of “pro-gamers” as well. If someone happened to be excelling at a favorite game of his, is it likely that he would follow. However, something which most of the interviewees did agree upon was that the chat interaction and the streamer’s way of handling emotions is important. For example, viewers may be put-off if the streamer decides not to respond to chat messages at all. Interaction is one of the key factors known to attract people, according to respondent V-H. This claim was also backed up by 75% of the respondents. Another common factor was that if the streamer chose to argue with viewers and display an overall negative attitude, it could deter them from joining in. This segment has been an attempt to explain how the viewer actually finds a channel and what attitudes affect their perception of the streamer. The next segment will cover how the respondents perceive their purchase intention. 4.3 Attitudes and Purchase Intention Even if a viewer happens to like a channel there is not a guarantee that they will feel a need to support the streamer. When asked directly, most respondents however answered that they would be likely to support the streamer if they happened to be enjoying their streamed content. Respondent V-A explained that if she happened to tune in often, and the streamers communicated in a very positive way, she would be willing to support them. The different forms of support that were mentioned included subscribing, donating through external means and donating bits. Subscribing was the common practice for intended support among the interviewees as donating did not seem to strike them as satisfying. As previously mentioned, 20
once a person subscribes they would receive emotes from the streamer, resulting in a system that adds value, according to numerous respondents. Respondent V-F also mentioned that if she happened to develop a good relationship with a particular viewer in a different stream, and that viewer decided to start streaming, it is very likely for her to support them. Seven out of eight respondents did however comment that they would need to watch streams for a longer while to form clear attitudes before considering subscribing or donating in any other manner. A common belief among the participants was that personality played a major role. According to respondent V-H, if the personality trait he seeks in a streamer happens to be missing, he might still watch, but not support. He also argued that if viewers who did not currently support the channel were valued lower by the streamer it would affect him negatively as it felt like the streamer only cared about money. Respondent V-C claimed that certain streamers helped him through tougher times and he experienced an emotional attachment to them because of this. Emotional affections and personality traits seemed to be the main components which the interviewees believed could affect their respective attitudes in a positive sense, leading towards supporting their respective content creator. When asked if a change in elements such as the streamers’ content, streaming schedule or personality would affect their attitudes, six respondents said that it most likely would. Respondent V-B claimed that if a streamer would only stream during times when he would be unable to watch, he would have no desire to support them. Personality also seemed to be another strong factor for the respondents, so if it changed from being desirable to undesirable it is likely to affect their decision in the end. Respondent V-C does however mention that if he is watching a streamer with high-level gameplay there is a possibility that he still desires to support them, even if the personality does not appeal to him. The reason for this is that they still entertain by giving good gameplay. Most respondents did also answer that if they happened to like the streamer’s personality, they would accept a change in content. In other words, if the viewer happened to be “close” to the streamer or generally enjoy their personality, it would be likely for their attitude to remain positive even if other factors happened to change. 21
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