How Sponsored Content Affects Viewership on Twitch.tv - Masaryk University Faculty of Informatics
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Masaryk University Faculty of Informatics How Sponsored Content Affects Viewership on Twitch.tv Bachelor’s Thesis Martin Řehořík Brno, fall 2017
Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references, and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Martin Řehořík Thesis supervisor: prof. PhDr. David Šmahel, Ph.D. ~2~
Acknowledgement Mainly I would like to thank my supervisor prof. PhDr. David Šmahel, Ph.D. for all the help, guidance, and all the consultations he provided me with. I would also like to thank all my respondents for taking their time in completing my survey, if it were not for them, I would not be able to make a relevant case for my study. Last but not least, I would like to thank my partner Lucie, for being there for me in times of need. ~3~
Abstract This explorative research is divided into two parts. First part involves testing the validity of Cheung and Huang scheme of 9 personas that watch eSports events (i.e. Starcraft II tournaments). Second part aims to find the sponsorship factors that are related to positive perception of games. The main goal is to find a way for developers to advertise their game that is most positively perceived. All of the research is based on the community of variety broadcasters on a live streaming video platform Twitch.tv. ~4~
Keywords Twitch, eSports, streamer, streaming, channel, viewers, subscribe, persona, content, sponsorship, sponsored content, active-in-chat developer, factor, survey ~5~
Table of contents Declaration ___________________________________________________________ 2 Acknowledgement _____________________________________________________ 3 Abstract ______________________________________________________________ 4 Keywords ____________________________________________________________ 5 List of tables __________________________________________________________ 8 List of figures _________________________________________________________ 9 Introduction _________________________________________________________ 10 Structure __________________________________________________________ 11 State of the art _______________________________________________________ 12 Basics: Twitch 101 __________________________________________________ 12 Twitch as a third place in society _____________________________________ 14 Alone together in online games ______________________________________ 15 Cheung and Huang's scheme of personas _____________________________ 15 Magic Circle _______________________________________________________ 18 Sponsorship and advertisement______________________________________ 19 Aims and research questions ___________________________________________ 22 Method______________________________________________________________ 23 Sample characteristics ______________________________________________ 23 Measures __________________________________________________________ 25 Analysis_____________________________________________________________ 26 Testing the personas ________________________________________________ 26 Perception of game promotions ______________________________________ 28 Influences on sponsored content _____________________________________ 30 Influences on active-in-chat developers _______________________________ 32 Discussion ___________________________________________________________ 35 Recommendations for developers _______________________________________ 38 Future study _________________________________________________________ 39 ~6~
Conclusion ___________________________________________________________40 Literature ____________________________________________________________41 Appendix ____________________________________________________________44 Survey ____________________________________________________________44 Tables _____________________________________________________________47 Figures ____________________________________________________________51 Attachments _______________________________________________________53 ~7~
List of tables Table 1: Final iteration of factor analysis resulting in 3 components ________ 28 Table 2: How people perceive sponsored content __________________________ 29 Table 3: How people perceive active-in-chat developers____________________ 30 Table 4: Look at R and R2 values of models (sponsored content) ____________ 31 Table 5: Significance of models (sponsored content) _______________________ 31 Table 6: Parameters of multiple linear regression (sponsored content) _______ 32 Table 7: Look at R and R2 values of models (active-in-chat developer) _______ 33 Table 8: Significance of models (active-in-chat developer)__________________ 33 Table 9: Parameters of multiple linear regression (active-in-chat developer) __ 34 Table 10: First factor analysis result including every variable ______________ 47 Table 11: Second factor analysis result (excluding Q07 (The Bystander)) _____ 47 Table 12: Communalities suggests exclusion of variable Q11 (The Unsatisfied) 48 Table 13: Three components explain 57% of the variance ___________________ 48 Table 14: In third iteration of factor analysis, three components explain 64% of the variance _________________________________________________________ 49 Table 15: Denying the null hypotheses, variables are dependent on each other 49 Table 16: Pearson correlation between factors Spectator and Gamer shows no connection ___________________________________________________________ 49 Table 17: Testing the reliability of sponsored content battery _______________ 49 Table 18: Testing the reliability of active-in-chat developer battery _________ 50 Table 19: Correlations between independent variables to check if they are fit for multiple linear regression ______________________________________________ 50 ~8~
List of figures Figure 1: Age histogram ________________________________________________24 Figure 2: Histogram of how sponsored content is perceived _________________51 Figure 3: Histogram of how active-in-chat developers are perceived _________51 Figure 4: Histogram of how people see themselves as a gamer factor _________52 Figure 5: Histogram of how people see themselves as a helper factor _________52 Figure 6: Histogram of how people see themselves as a spectator factor ______53 ~9~
Introduction Since 1950s, television (TV) has been a part of our culture and has even played a major part in “moulding public opinions” [Diggs-Brown, 2012]. Nowadays, in the United States, majority of people have access to a TV in their homes [Season, 2016]. However, it is being slowly pushed out by its online counterpart such as Youtube, Netflix, Crunchyroll, or by this thesis' main focus Twitch. Video game live streaming has been popular since 2010 and with its average of over half a million of concurrent viewers in the year 2015 1, Twitch is one of the biggest live streaming forces in the industry. What is more, “Twitch ranked fourth in peak internet traffic for US” as reported in an infographic published in the Wall Street Journal [Maiberg, 2014]. Twitch provides an easy way of streaming and watching content. This can be observed not only from individual people streaming (streamers/broadcasters) games from the comfort of their bedrooms, but also from big events like The International2 and Worlds3, the biggest eSports tournaments in games Dota 2 and League of Legends; Games Done Quick4, which is a speedrunning based event where people attempt to play through a game as quickly as possible and raise money for charity; Extra Life5 events, a charity organisation doing a 24-hour fundraising gaming marathons. Other than the foreground of gaming, Twitch has introduced categories like music [Newman 2015], creative [Machkovech, 2015], social eating [Crecente, 2016], or IRL [Bisaha, 2017]. Constant grow and the fact that the content is focused on being live (in real time), presents an intriguing opportunity to have a research based on the websites community. This thesis acts as an exploratory research based on the communities of variety broadcasters on a live streaming video platform Twitch.tv. Data used for this research were collected using an online survey (full text of survey can be found in the section Survey). This study is focused on two goals. First one is to characterize who are the viewers on Twitch, based on Cheung and Huang’s scheme of personas. Second one is to investigate two kinds of game promotions that are often used on Twitch – sponsored content and active-in-chat developers. 1 Twitch gives public access to these data on a yearly basis in their retrospective https://www.twitch.tv/year/2015 2 Official website of The International https://www.dota2.com/international/overview/ 3 Official website of Worlds http://www.lolesports.com/en_US/worlds/world_championship_2017/about 4 Official website of GDQ https://gamesdonequick.com/ 5 Official website of Extra Life https://www.extra-life.org/ ~ 10 ~
Structure In the first part of the thesis, I will go through the state of the art, focusing on Cheung and Huang’s study, and provide information on Twitch in general, in order to better understand the infrastructure and also provide information from other studies concerning third places in society, magic circle, phenomenon of feeling alone together. In addition, providing a definition of sponsorship by different authors. Second part is aimed at answering research questions (RQ), beginning with brief introduction of method of research, sample characteristics and measures. Then giving thorough look in the analysis process of each RQ. The final part includes discussion, ties to the provided theory and gives recommendations for developers on how to best promote their game according to the results (socio-informatic aspect of this work). Furthermore, it gives possible implications for future studies and concludes. ~ 11 ~
State of the art Basics: Twitch 101 Twitch is a live-streaming video platform focused mainly on gaming and building communities. As such it offers its users to create a free account, with which they can choose to stream various content or be regular users; both of these types can participate in watching streams. It is important to mention that having an account is not compulsory, but it provides users with benefits like being recognized as a person, being a part of a community and many more. Home page of Twitch, with its iconic purple logo, represents an easy way of browsing channels based on what content is being streamed, how many people are watching particular streams, what is being currently suggested by Twitch itself, or possibly by geographical place. Each user is free to personalise their channel and start streaming, offering other users a place, which they can join and watch provided content. Main way of communication is via an IRC, which is an integral part of each channel and fundamental base on which streamers6 can create their communities, where viewers communicate not only between themselves but with streamers too. All users of chat must adhere to rules of Twitch7 and individual channels 8. Viewers can “Follow” channels they like to receive notifications, when said channel goes live. The number of followers of each channel is public information and is publicly displayed; however, having a great number of followers does not equal to great success. Streamers can apply for partnership in order to gain a status of a partner. To have their application accepted they must achieve certain goals or rather guidelines, which are not strictly given. These goals could include things like an average number of concurrent viewers, certain number of followers, stream for certain amount of days a week, etc. Partners get to sign a contract with Twitch after which they gain a “Subscribe” button on their channel – viewers can use this button to subscribe to a streamer paying a monthly fee varying in price – 4,99 USD, 9,99 USD or 24,99 USD (this fee can later be cancelled at any time). 6 Users who decide to stream. 7 Official Rules of Conduct could be found here https://www.twitch.tv/p/legal/community- guidelines. 8 As an example, here are general rules of a streamer named CohhCarnage on his official community website https://www.cohhilition.com/threads/the-big-cohhilition-information- thread.10445/ ~ 12 ~
This fee is then divided between streamer and Twitch in accordance to a sum in their contract. Subscribing to a streamer means that a viewer decided to support a streamer in a monetized way, rather than participating in a community. Being a subscriber grants viewers certain benefits, which are unique to all channels (channel specific emoticons, access to streamer’s personal Snapchat/Instagram accounts, etc.) Subscribing to a channel is not the only mean to financially support a streamer – for example user can donate via a donation system, or third-party sites like Patreon9. These other means are not, of course, mandatory and the decision about using them is made purely by streamers themselves, although majority of streamers do use them to diversify their income (even the ones who are not partnered). There are many reasons why are people drawn to be users of Twitch and it would be impossible to list them all, but Reeves et. al. present an intriguing case explaining how spectators experience performer’s (streamer’s) action with the computer and how to properly design the experience for spectators [Reeves, Benford, O'Malley, Fraser, 2005]. They suggest that spectator’s experience consist of four main factors, which will be accordingly connected with Twitch’s scheme – amongst those being the performer’s notion of spectators and how they can interact and influence the performance. Viewers have a constant opportunity to interact with a streamer, may it be via messages in chat, donations or by subscribing to them in untimely moments. Further developing on this is the sheer presence of an audience, that might make the streamer uncomfortable in some way [Reeves, Benford, O'Malley, Fraser, 2005]. Two remaining factors consist of how performers manage to set up their own performance – transition/handover and orchestration. Some might enjoy the process of transition between performer and a spectator. This happens a lot during streams in general, when a viewer subscribes or donates to a streamer, they in most cases, take time to say thank you. Additionally, some streamers have certain routines on how they do it10. Lastly, orchestration consist of stream’s 9Official website of Patreon https://www.patreon.com/ 10Streamer named Ezekiel_III has his own ritual of welcoming someone who subscribes with his Viking themed channel. Firstly, he puts a helmet on his head, then he positions his fist in front of the camera as he shouts to welcome a new viewer into his community. Other streamers prefer different practices, for example some have a whiteboard behind their backs so that they can write names of each new subscriber during that day. ~ 13 ~
direction behind the scenes as a streamer might have prepared different graphic overlays to change his scene 11. Twitch as a third place in society Third place is a concept which Ray Oldenburg established in his book The Great Good Place [Oldenburg, 1997]. He classifies places into three categories with different purposes – first being a place where person is at home, second being a place of work and third being a place set in public meant for socializing. Third places are fuelled by communication, as in conversation, because that is the way how people generally socialize. Oldenburg himself sees third places as “public places that host the regular, voluntary, informal, and happily anticipated gatherings of individuals beyond the realms of homes and work” [Oldenburg, 1997]. This was further developed and connected with concept of virtual communities introduced by Howard Rheingold. He suggests that people do not specifically focus on physical appearances of one another; that gender or race does not mean as much as in real life face-to-face communication. “People whose physical handicaps make it difficult to for new friendship find that virtual communities treat them as they always wanted to be treated – as thinkers and transmitters of ideas and feeling beings…” [Rheingold, 1993]. Hamilton et. al. in their study, focused on how “live streaming fosters participation and community” [Hamilton, Garretson, Kerne, 2014], present interesting findings in regards of stream communities. Abundant number of people’s first impulse to watch a live stream is to learn about the game. Perhaps, they just started playing and their main desire is to improve. Other people watch (or decide to stay watching) because they crave interaction and Twitch is a suitable place for that. Oldenburg recognizes that “at the core of every third place are regulars, those people who most frequently visit the place” [Oldenburg, 1997], which is further acknowledged by Hamilton et. al. saying that regulars are a strong part of every stream. Regulars can then become moderators, people who watch over the channel, enforce rules in chat, give useful information about stream/streamer in general and overall play a big part in socializations of viewers. Hamilton et. al. also finds that “most moderators are given the status largely to demarcate them as regulars” [Hamilton, Garretson, Kerne, 2014]. Resulting in a complex construction of a community – streamers set the 11 CohhCarnage often has an entirely new graphic overlay when he plays through a game franchise. ~ 14 ~
foundations that they want their channels to be built on and then together with the help of regulars build a community. As we can clearly see, Twitch is a representation of a virtual third place, as its main drive is communication and interaction. Even when a stream has more than 10 thousand viewers, streamers still make regards to viewers and remember certain individuals, inviting others to join them. Alone together in online games Ducheneaut et. al. introduced a rather interesting phenomenon that could support Oldenburg’s view of third places, named alone together [Ducheneaut, Yee, Nickell, Moore 2006]. This phenomenon is described on a popular MMORPG 12 called World of Warcraft. It is described as a feeling of acknowledgement, that a massive number of players is playing the same game at the same time, but people are playing alone, for most of the time, therefore the name – alone together. Ducheneaut et. al. believes that people “prefer playing a MMORPG to playing a comparable single-player game because of a different kind of social factor.” [Ducheneaut, Yee, Nickell, Moore 2006] Their representation of the social factor includes these three factors – an audience, a sense of social presence, and a spectacle [Ducheneaut, Yee, Nickell, Moore 2006]. Not everyone feels like being an active part of a community, in fact some may even resent it, but they still enjoy watching streamers. These people are called lurkers13. They could also represent someone who is working at that moment and simultaneously has an open tab in his browser with a Twitch stream on it. All viewers can use chat whenever they see fit, they are not bound to socialize, they are aware of these social factors, therefore they can choose freely to enjoy the feeling of being alone together. Cheung and Huang's scheme of personas One of the research questions of Cheung and Huang's research was “Who are the spectators and why do they spectate?” [Cheung, Huang, 2011] Their research is based on a popular game franchise Starcraft from Blizzard Entertainment, because it is one of the cornerstones of eSports gaming in general, as such it is highly focused on spectators – it could be said that “Like sports, competitive gaming cannot survive without spectators.” [Su, 2010] Collecting data from various 12 Massive multiplayer online role-playing game 13 People who do not participate in communication in chat. ~ 15 ~
origins (text based comments forums and video) of people sharing their stories about spectating, they managed to identify nine different personas, to help them define who is each spectator as a person. Personas do not contradict themselves, in fact someone could be a manifestation of several personas [Cheung, Huang, 2011]. Amongst the nine personas we can find, The Bystander represents individuals that are outsiders. They are either uninformed or uninvested. Uninformed are the ones who are not familiar with games. They do not understand games' fundamental mechanics and the games themselves are incomprehensible to understand. Uninvested, on the other hand, has some experience with games, but has not been invested in the game for a while (i.e. has not been playing). They are flagged as uninvested in the moment they “stumble” upon a video, or a live event. In reality it could represent someone (not knowledgeable of games) opening a link, that was sent by a friend, because it was funny. The Curious means someone who is in the thrill of acquiring knowledge about the game, although they are not concentrated on improving themselves with the game knowledge. As long as there is some uncharted part of the game that they can learn about, they are elated. Being curious can be a situational element, because when games are officially released, they can be further expanded by additional patches (addition to games which add some type of a new content). This means that curious persona is rather non-linear and that people could characterize themselves with it based on development cycles of games. The Inspired implies that watching is the catalyst for wanting to play a game. Inspired people either want to play, because they try to simulate what they saw or play just for the pure joy of playing. Either way they want to feel the same things as they experienced at the moment of watching. The Pupil is someone closely related to a curious person. As them, they want to understand the techniques and gameplay variability, but they take it a step further. Pupils want to transfer their knowledge about the game into their actual gameplay, focusing on improving themselves. They want to consume content which is as detailed as possible, which means watching someone who is highly competitive, perhaps even a pro-gamer. The Unsatisfied represents people who would rather be playing a game than spectating. They substitute being a player into being a viewer, because they are ~ 16 ~
not able to play themselves at that moment, because of uncertain reasons – it could be a technical, social or some other type of a problem for them. The Entertained values watching rather than playing. This could represent people who do not have to certainly be players themselves, they just find excitement in watching. This familiar behaviour could be seen with people watching sports – someone can watch a football match despite not having a desire to play an actual game themselves. The Assistant is someone who are somehow trying to help the person actively playing the game (in this case – the streamer). It could be seen as an internal help, focused on gameplay related things (be a second pair of eyes), or external help, focused on outside of the game related things (snacks, drinks). In case of this thesis, the external help is not useful, it is even impossible, so only internal help is acknowledged. Often people who assist streamers with internal help are called out for being backseat gamers14, which is somewhat of a negative connotation. The Commentator has basically the same function as a sports commentator, they are one of the fundamental parts of eSports gaming. In the same way as sports commentators they focus on real-time commenting of matches, post- match analysis and overall overview of their field of interest. As previously with external help of the assistant, it is not suitable for our community of Twitch. Based on Hamilton et. al. [Hamilton, Garretson, Kerne, 2014] view on regulars the commentator persona, in this thesis, is viewed as such. Regulars and moderators are frequently associated with stream communities and they also represent a helping hand, therefore they are considered as commentators. Last of the personas, The Crowd, symbolizes people on the stands. People find pleasure in feeling like a community and watching a game as a group. When something significant happens during the game, the crowd reacts accordingly to it – by showing their emotions (cheering, booing, etc.) Same situations occur in Twitch’s chat with special emotes like PogChamp15. It is about being accepted as a part of a crowd. All personas were defined according to their descriptions in Cheung and Huang’s study Starcraft from the Stands: Understanding the Game Spectator 14 People who spoil (even in good faith) the active player by telling him how to progress in game or how the story itself progresses and/or concludes. 15 PogChamp emote is used in situations when something exciting just happened and people are left with their mouth opened. Other famous emotes include such like Kappa, BibleThump, DansGame or 4Head. ~ 17 ~
[Cheung, Huang, 2011]. It is also described how each persona relates to community of Twitch viewers and how can it be seen in it. It is important to describe and understand these definitions because later, during analysis, I will present questions used in a survey, that represent each persona. Magic Circle Magic circle is an “idea of a special place in time and space created by a game.” [Salen, Zimmerman, 2004] It is a frame with which players can interact and be a part of the game themselves. By being a part of this game, players take the responsibility of adhering to the rules of the game. Although the magic circle represents the interaction between players and the game, we can safely assume that in a setting such as Twitch, the viewers take their position, either inside or outside of magic circle. Determining in which position the viewers are, will help with the conclusion of this thesis. This is further reinforced by how Salen and Zimmerman see games as either an open or closed system. They introduce a scheme of game systems, in which games can be framed as rules, play or culture. [Salen, Zimmerman, 2004]. Each one provides a different view upon a game – this thesis frames a game as a play, because from the streamers perspective play counts as a closed system, as they are forced to obey the rules of the game and are the main interactive force between the game and a player (streamer represents a player). On the other hand, play also counts as an open system, because viewers on Twitch are fundamentally viewed as a main interactive component of the site. They can influence streamers’ opinions, decisions and they understand the rules that streamers have to adhere to, even though the viewers are not forced to follow them themselves. Rules set upon viewers are different, since they mostly comprise of various moral rules (no racism, no sexism, no homophobic comments, etc.) In Understanding Video Games: The Essential Introduction, gaming communities are also a part of this frame. “Studies focusing on the players usually wish to explore how players use games as a type of medium or as a social space.” [Egenfeldt-Nielsen, Simon, Tosca, 2015]. It has also introduced two new frames – ontology and metrics. Each analysis can be a combination of any of these 5 types of frames; therefore, this thesis is comprised not only of the play, but also of the metrics type of analysis, focused on game design, mainly helping developers improve player experience. [Egenfeldt-Nielsen, Simon, Tosca, 2015]. ~ 18 ~
Furthermore, Suits’s concept of the lussory attitude describes that the players “adopt rules which require one to employ worse rather than better means for reaching an end” [Suits, 1978]. One could argue that a better strategy for viewers to “consume” a game is to play it themselves in order to get the best experience from it and enjoy mechanics in the game. This could be connected to face-to-face social interactions, that Peter Berger and Thomas Luckmann described in their The Social Construction of Reality as “The most important experience of others takes place in the face-to-face situations.” [Berger, Luckmann, 1966] If we see player- game interaction (inside the magic circle) as a face-to-face situation, we can counter-argue that viewers use the concept of lussory attitude by watching a streamer play the game instead of them. Therefore, as we assumed earlier, we know that the viewers are indeed a part of the magic circle, one thing left to find is, whether they are outside or inside. Sponsorship and advertisement Drucker et. al. say that “With enough audience, there will be plenty of opportunities for advertisement, merchandizing, and cross promotion.” [Drucker, He, Cohen, Wong, Gupta, 2002] Firstly, we must understand how is sponsorship seen more generally and then we proceed to how we can relate it to Twitch’s infrastructure. Sponsorship is a phenomenon that has been greatly compared with advertising. Definition of it is not a thing that many authors agree on; works of different authors will be explained in order to get the right idea about sponsorship. One of the definitions of sponsorship is that it “can be regarded as the provision of assistance either financial or in-kind to an activity by a commercial organization for the purpose of achieving commercial objectives” [Meenaghan, 1983]. Cornwell et. al., based on previous literature, proposed a definition of sponsorship that includes two main activities that are both necessary in order to have a meaningful promotion. First activity is an exchange between sponsor and sponsee, in which sponsee receives a fee (amount of the fee has been agreed on between them) and sponsor receives the right the associate with the activity. Second activity involves sponsor actively promoting said association in order to get the knowledge of sponsorship into the world [Cornwell, Maignan, 1998]. Tony Meenaghan brought light into discussion about sponsorship and advertising in his study Sponsorship and Advertising: A Comparison of Consumer Perceptions, in which he tried to understand the perception of sponsorship and adequately compare it to consumer perception of advertising [Meenaghan, ~ 19 ~
2001]. The goodwill generation is brought to mind as a main difference between sponsorship and advertising, because it is related to the investment of a sponsor in a certain type of capital that the consumer has a substantial emotional involvement with. The belief was that goodwill directly benefits the thing being sponsored16, therefore it is not all about self-promotion and self-gain. That is why sponsorship was more favourable than advertising. [Meenaghan, 2001]. Common sense says that goodwill aimed at charity is naturally rewarded with a greater positivity. Advertisement is seen as a negative opposite, because it is seen as rather selfish form of promotion. Degree of directness and subtleness also plays a role in the difference – sponsorship is in its basis indirect 17, someone could fail to notice that some event is sponsored, on the other hand advertisement is as direct as it can be [Meenaghan 2001]. Clear distinction comes to mind between sponsorship and advertisement. Adverts are mainly focused on promoting certain products, sponsorship is believed to focus on brand [Meenaghan, 2001]. However favourable the sponsorship is, Meenaghan clearly stated that “it should not be assumed that sponsorship as a consequence is more effective than advertising in terms of generating specific desire consumer responses” [Meenaghan 2001]. What is more, it is not generally agreed that sponsorship influences purchase behaviour [Hansen, Scotwin, 1995]. Certainly, sponsorship represents some negative facets that could be not favoured by people. Amongst those are sponsor interference, fear that sponsor could somehow manipulate the fundamentals of the sponsored thing and make it less desirable to watch for consumers. Even though the goodwill factor is something that makes people positively perceive sponsorship, it is not always regarded because sponsors might be focused on high-profile targets. Another facet is ticket allocation. People might be afraid that sponsors get higher valued “tickets” automatically, preventing actual fans from buying them. Finally, degree of exploitation is the biggest negative facet, it is closely tied to sponsor interference. Sponsors might demand treatment that is highly unwanted by people, because it gets too much in their way of enjoyment [Meenaghan 2001]. Congruence is one of the factors that consumers use to judge how sponsorship fits certain events; they assess it in two different ways. Firstly, how the product itself connects with the activity being sponsored is assessed. 16 Cornwell et. al. evaluated it in the same way “Indeed, by sponsoring specific activities, a business can signal to its customers that it shares their interests or supports their favourite causes.” [Cornwell, Maignan, 1998] 17 It was also described as a “mute, non-verbal medium” [Meenaghan, 1983] ~ 20 ~
Someone might understand the connection between a beverage sponsor at a football event and others might see that there is no link between these things. Secondly, how the consumers themselves perceive the sponsor as a brand. Someone enjoys a particular thing and therefore see a positive congruence; the rest might prefer a different brand, which leads to them having a negative congruence. It is important for sponsors themselves to judge how their product fits with the sponsored audience [Koo, Quarterman, Flynn, 2006]. Relevancy of sponsorship was also studied by Hansen et. al. They found that relevant sponsors were more remembered, more liked and influenced higher purchase intentions [Hansen, Scotwin, 1995]. Authors collectively suggest many different strategies on how to use sponsorship most advantageously and who should they sponsor. Beck said that “Sponsors favour the performing over the visual arts; the known and the familiar over the novel; prestigious, well-established ‘big names’ amongst theaters, orchestras and galleries; and London over everywhere else.” [Beck, 1990]. Successful sponsorship should empower sponsor’s brand equity [Cornwell, Maignan, 1998]. It has been also suggested that sponsorship should not act alone and should be in combination with other instruments, because it greatly increases its impact [Walliser, 2003]. ~ 21 ~
Aims and research questions The aims of this thesis are divided into two parts. Research questions are derived from this thesis’s theory. First part includes testing Cheung and Huang’s theory on personas. RQ1 is concerned with the scheme of personas [Cheung, Huang, 2011]. The scheme will be properly tested on Twitch.tv and possibly adjusted if it does not explain the communities of variety streamers on Twitch. RQ1: Is Cheung and Huang scheme of personas valid in the community of variety streamers? Second part includes finding the best way to promote a game on Twitch. Two kinds of game promotion are represented in this thesis. The first kind is sponsored content, which is seen as a traditional way of game promotion (sponsorship, which was thoroughly described in the section Sponsorship and advertisement). When streamers are sponsored, they are required to play a certain game for a certain amount of time and of course obey their contract18. Active-in-chat developer, the second kind of game promotion, is a term I use specifically for this thesis. It is meant to represent more of a non-standardized way of game promotion – more active rather than passive. In this case, the developer is actively participating in the communication in chat (this form of communication might include chatting, giveaways, generally being friendly, replying to answers about their game, etc.) It is a hands-on contact with the streamer and the community that can be seen publicly by everyone who is currently watching. It can be considered as a new way of “sponsoring” games on Twitch. These two promotions will be compared which one is more positively perceived. Then it will be investigated via a thorough analysis which variables influence people in their perception. This part is aimed at answering these research questions: RQ2: How are certain kinds of game promotions perceived? 18Contracts might even say to not speak ill of the game, but this depends on certain contracts and on streamers themselves if they want to remain their integrity. Each contract is different, so the precise number of hours the streamer must stream the game, etc. is not known. ~ 22 ~
RQ3: How are demographics and persona factors related to perception of sponsored streams? RQ4: How are demographics and persona factors related to perception of active-in-chat developers? Method This thesis is based on being an exploratory research into the communities of variety streamers on Twitch.tv. Data used in this survey were gathered using a quantitative online survey; software for data collection was Google Forms and the survey was open to public in the course of three weeks – from 18th September to 9th October. Completion of the survey took approximately 10 minutes. Survey has been widely distributed into communities of different streamers19, where it was periodically sent out. Communities gather at various places, therefore a wide selection of websites/forums/chats was selected. Amongst those places were Twitch IRC’s, Discord servers, Reddit forums and community websites of certain streamers. In some cases, to gain access to IRC or Discord I had to personally subscribe to streamers, because they were open only for subscribers. The biggest surge of responses was from Reddit; admins of subreddit Twitch allowed me to share my survey there, although it is normally again the rules to share a survey. Everyone completed the survey willingly with no motivation to win something. To counteract the possible personal bias, deep connection between related work and personal experience has been made. Data were analysed using the software IBM SPSS Statistics 23. Sample characteristics Sample originally consisted of 818 respondents. Each respondent completed the survey fully, because everything was compulsory to fill out. However, certain data exclusion had to be done, mainly because of outliers and some fake responses, this included 58 respondents. The final size of sample is 760 respondents aged 14–49 years with 91% (N = 688) males. Family status reported that 70,4% (N = 535) of the sample is “Single”; 20,4% (N = 155) is “In a relationship”; and only 8,4% (N = 64) is “Married”. Overall level of highest achieved education is solid with 46,6% (N = 354) having either elementary 19 Those streamers being: DansGaming, GiantWaffle, LIRIK, ItmeJP, CohhCarnage, Ezekiel_III. ~ 23 ~
school or secondary school (high school); 43,1% (N = 327) having a bachelor’s degree; and 10,3% (N = 78) achieving master’s or doctor’s degree. Figure 1: Age histogram Resulting sample is not perfectly normal (Figure 1), but is suitable for the purpose of this study. Sample is consisted of 89% Millennials20, the rest is Gen X21. Majority of the respondents (36%) is from the United States, other significant countries include United Kingdom (10%), Germany (8%), Canada (6%), Sweden (6%). These results could be compared to previous study by Kaytoue et. al. in which they found that highest activity on Twitch comes from United States [Kaytoue, Silva, Cerf, Meira, Raissi 2012]. 20 People born between 1982-2000. 21 People born between 1961-1981. ~ 24 ~
Measures These predictors are used for answering all research questions. Personas. Battery of nine question was created to measure how many people see themselves as certain personas. It was created with Cheung and Huang scheme of personas in mind and also with help of related work [Hamilton, Garretson, Kerne 2014]. Each persona has exactly one question. Responses to these questions are 4-point Likert scale with no neutral option, where 1 = Certainly yes and 4 = Certainly no [Allen, Seaman, 2007]. The only exception to this is Q07, where a fifth option was added to make the whole battery coherent. This battery is used for factor analysis to define certain factors of who people are on Twitch. These factors are then accordingly scaled to one variable each (using procedure Mean) for further use. Perception of sponsored content and perception of active-in-chat developers. Additional batteries consisted of 7 questions, each (Q16_a – Q16_g and Q17_a – Q17_g) is used to determine perception of game promotions. As a regular viewer, I was able to recognize certain behavioural patterns, which have been greatly expressed via chat, therefore these questions were formulated using my know-how of Twitch. Same Likert scale is used for these batteries. Using procedure Mean, both batteries were computed into two different scales (sponsored content = 0,77 Table 17, active-in-chat developer = 0,68 Table 18) Socio-demographic predictors are thoroughly described in Sample characteristics. Twitch related predictors. Some characteristic information on respondents regarding Twitch had to be answered. Details on how many hours respondents watch Twitch (Mean = 22, SD = 16) and how many streamers they watch (Mean = 7,7, SD = 7,7), were collected using open-ended questions asking for an integer value. Information on how often the respondents are on Twitch had nominal measure where 1 = Daily and 6 = Once every few months (80% people responded Daily). Preconception for this question is that respondents have used Twitch in last year, therefore option Never was excluded). Gaming related predictors. How respondents interact with games is also a valuable information. Thus, respondents reported how many hours weekly they play videogames (Mean = 21,9, SD = 15,9), how much variety is in their gaming on a scale 1-10 (Mean = 6,4, SD = 2,3), where 1 = Non-variety (one game genre) and 10 = Variety (every genre of games). Finally, how often they buy videogames with ~ 25 ~
nominal measure, where 1 = Daily and 7 = Never (40% reported Once every few months, 26% Couple times a month and 19% Once a month). Analysis Testing the personas First thing that had to be done was to properly transform Cheung and Huang’s personas [Cheung, Huang, 2011] into survey questions. Definitions were accordingly transcribed so that every persona fits on the platform of Twitch. Amongst some of the biggest changes are: The Bystander persona is no longer divided into uninformed/uninvested rather it is merged into one; the Entertained focuses on the entertainment that streamer provides; the Assistant represents a backseat gamer; the Commentator represents regulars and/or moderators; and the Crowd focuses on the feeling of the audience. Here are the formulated questions: Q07 (The Bystander) – Do you watch streams even though you are not a video game player? Q08 (The Curious) – Are you curious to learn something more about the game while watching the stream? Q09 (The Inspired) – Does watching a stream make you want to play a game? Q10 (The Pupil) – Do you want to learn something to improve your gameplay while watching the stream? Q11 (The Unsatisfied) – Would you prefer to play a game instead of watching someone play it? (i.e. you are not able to play it at the moment because of various reasons) Q12 (The Entertained) – Do you watch only because of the entertainment that the streamer provides? (i.e. you don’t care about the game being streamed) Q13 (The Assistant) – Do you often find yourself somehow helping a streamer? (e.g. telling him solutions to riddles, sharing interesting facts, …) ~ 26 ~
Q14 (The Commentator) – Do you see yourself as some kind of a moderator (even if you are not) in chat? Q15 (The Crowd) – Do you feel like you are a part of an audience while watching the stream? Going into the first factor analysis, we can see that resulting components (Table 10) are not satisfactory (even though they are fit for factor analysis), therefore I decide to leave out variable Q07 (The Bystander). Reason for leaving this variable out is that 81% of people responded with “I am a gamer.” This does not represent the purpose of this persona and with only 19% of people, who do not consider themselves to be gamers, it only misrepresents the data22. Second iteration of factor analysis (Table 11) leaves us with much better results than before, but table of communalities (Table 12) suggests leaving out another variable. In this case it is variable Q11 (The Unsatisfied). Considering that this result explains only 57% of the variance (Table 13), I conclude that a third iteration is needed. Third, and final, iteration leaves the best results so far. Factors collectively explain 64% of the variance (Table 14) and no other variable is suggested for exclusion, likewise Keiser-Meyer-Olkin (KMO) indicates satisfying result (Table 15). Matrix of components (Table 1) provides even better results amongst variables of each factor. Using varimax rotation we get three different components; next step is naming them. 22 I feel safe about leaving out this variable also because theory suggests that main drive for people to start watching at first is to learn about the game that is being streamed [Hamilton], that implies that majority of viewers are viewed as players. In addition, if we look at LifeCourse study [Wright, 2014], they found that 73% of Millennials and 63% of Gen X have played a game in the last 60 days. ~ 27 ~
Rotated Component Matrix Component 1 2 3 Q10 (The Pupil) ,803 Q08 (The Curious) ,768 Q09 (The Inspired) ,691 Q14 (The Commentator) ,838 Q13 (The Assistant) ,819 Q12 (The Entertained) ,840 Q15 (The Crowd) ,328 ,613 Table 1: Final iteration of factor analysis resulting in 3 components First factor is heavily focused on gaming, because it is consisted of three game related questions, therefore name Gamer is the most suitable one. Gamer is concentrated on getting more knowledge about the game. It could either be theoretical, understanding the fundamentals and intricacies of the game, or practical, learning to be a better player by watching. Either way they feel inspired to play when they watch. Second factor is one that is focused on communication the most out of the three factors, but it is not its entire meaning. Purpose of this factor is to help; to find social connection through helping. Accordingly, it is named Helper23. Third factor is the Spectator and this factor represents the interest in streamer and entertainment. People who belong to this factor acknowledge the feeling of being a part of an audience and they enjoy watching streams because of the streamers who give them the feel of entertainment rather than getting it from the game itself. Perception of game promotions This section will examine how the respondents see two game promotion kinds in question. Not looking at possible influences at the moment, just focusing on raw perception. Two tables are compared to each other (Table 2 to 23Regular would be also a good name choice for this factor, but to avoid any confusion with related work I rather chose Helper. ~ 28 ~
Table 3); examining each question from the batteries looking for a better result amongst one of them. Green signalizes a more positive perception than red24. How do you feel/react when the stream is sponsored (the streamer is paid to play a certain game)? Certainly Rather Rather Certainly yes yes no no Yes No 1,1 15,2 53,1 30,6 Q16_a: I feel more interested in the game 16,3 % 83,7 % 0,7 11,9 49,5 37,8 Q16_b: I am more inclined in buying the game 12,6 % 87,3 % 3,3 11,2 52,1 33,4 Q16_c: I am more fond of watching the stream 14,5 % 85,5 % Q16_d: I think that the streamer has a biased opinion 14,1 37,1 34,5 14,3 about the game 51,2 % 48,8 % Q16_e: I want to leave the stream because it's 5 11,4 35,6 47,9 sponsored 16,4 % 83,5 % 4,3 16,6 44,5 34,6 Q16_f: I feel bored 20,9 % 79,1 % 42,5 35,3 16,3 5,9 Q16_g: Doesn't matter to me, I watch anyways 77,8 % 22,2 % Table 2: How people perceive sponsored content High contrast between answers could be seen amongst some of the questions in the batteries. What does this difference mean will be properly investigated in Discussion. 24Highlighted results signalize that variable d, e and f will be later recoded so that the batteries can be scaled (required for further analysis). ~ 29 ~
How do you feel/react when a developer is somehow active in chat (chatting, giveaways, Q&As, being friendly, …)? Certainly Rather Rather Certainly yes yes no no Yes No 31 42,6 16,5 10 Q17_a: I feel more interested in the game 73,6 % 26,5 % 13,1 36,9 33,7 16,3 Q17_b: I am more inclined in buying the game 50 % 50 % 19,2 41,4 26,3 13,1 Q17_c: I am more fond of watching the stream 60,6 % 39,4 % Q17_d: I think that the streamer has a biased opinion 9,8 29,9 40,2 20,1 about the game 39,7 % 60,3 % 1,6 2,9 33,8 61,7 Q17_e: I want to leave the stream because of it 4,5 % 95,5 % 1,4 3,2 41,4 54,1 Q17_f: I feel bored 4,6 % 95,5 % 42,5 40,2 12,4 4,9 Q17_g: Doesn't matter to me, I watch anyways 82,7 % 17,3 % Table 3: How people perceive active-in-chat developers Influences on sponsored content Why people perceive sponsored content in such a way is a tricky question, which will be examined closely. Answering RQ3 and RQ4 will require using factors and scaled batteries of game promotions, therefore a check of normality of these new variables is required (Figure 2 – Figure 6), check for reliability of game promotion batteries (Table 17 and Table 18) and finally a check of correlations between every independent variable going into the further analysis (Table 19). Multiple linear regression (method enter) is used to predict how independent variables influence dependent variable. In this case dependent variable is represented by sponsored content scale (Figure 2) and independent variables are those with which correlations were found (Table 19) – that includes Model 1 – factor Gamer, factor Spectator and Model 2 includes additional variables – q05 (variety gamers scale), q19 (age). ~ 30 ~
Model Summary Std. Error Adjusted R Model R R Square of the Square Estimate 1 ,212 ,045 ,043 ,50089 2 ,227 ,051 ,046 ,49988 Table 4: Look at R and R2 values of models (sponsored content) ANOVA Model Sum of Squares df Mean Square F Sig. Regression 8,957 2 4,478 17,850 ,000 1 Residual 189,925 757 ,251 Total 198,882 759 Regression 10,224 4 2,556 10,229 ,000 2 Residual 188,658 755 ,250 Total 198,882 759 Table 5: Significance of models (sponsored content) Table 4 and Table 5 show that defined models are fit for multiple linear regression, they neither show huge correlations nor they show perfect precision, but they are still significant, therefore a thorough further analysis is required. ~ 31 ~
Coefficients Standardized Unstandardized Coefficients Model Coefficients t Sig. B Std. Error Beta (Constant) 2,036 ,081 25,026 ,000 Factor of interest in ,093 ,032 ,103 2,897 ,004 games 1 Factor of interest in ,149 ,029 ,180 5,073 ,000 streamer and entertainment (Constant) 2,002 ,122 16,462 ,000 Factor of interest in ,091 ,032 ,101 2,836 ,005 games Factor of interest in ,139 ,030 ,168 4,659 ,000 streamer and 2 entertainment Age ,005 ,003 ,062 1,734 ,083 On a scale 1-10, how do you consider -,011 ,008 -,052 -1,447 ,148 yourself being a variety gamer? Table 6: Parameters of multiple linear regression (sponsored content) Table 6 shows that Model 2 is not fit for our case, therefore only Model 1 including two factors will be used formulation of the equation and conclusion. Influences on active-in-chat developers Models for this multiple linear regression (method enter) have to be slightly adjusted. Dependent variable is represented by active-in-chat developer scale (Figure 3). Independent is Model 1 which will consist of every factor, that has been found and Model 2 will consist only of Q19 (age) – everything is chosen in accordance to Table 19. ~ 32 ~
Model Summary Std. Adjusted R Error of Model R R Square Square the Estimate 1 ,256 ,066 ,062 ,46068 2 ,268 ,072 ,067 ,45945 Table 7: Look at R and R2 values of models (active-in-chat developer) ANOVA Sum of Model df Mean Square F Sig. Squares Regression 11,282 3 3,761 17,720 ,000 1 Residual 160,440 756 ,212 Total 171,722 759 Regression 12,348 4 3,087 14,624 ,000 2 Residual 159,374 755 ,211 Total 171,722 759 Table 8: Significance of models (active-in-chat developer) Table 7 and Table 8 show more satisfying result than in the previous chapter. It can be safely said that models are linear and fit for linear regression. Linear regression (Table 9) approves both models, therefore Model 2 is chosen to answer RQ4. ~ 33 ~
Coefficients Standardized Unstandardized Coefficients Model Coefficients t Sig. B Std. Error Beta (Constant) 1,350 ,097 13,848 ,000 Factor of interest in ,164 ,030 ,196 5,508 ,000 games Factor of social 1 connection ,054 ,024 ,082 2,279 ,023 through helping Factor of interest in ,082 ,027 ,107 3,008 ,003 streamer and entertainment (Constant) 1,212 ,115 10,547 ,000 Factor of interest in ,163 ,030 ,194 5,485 ,000 games Factor of social connection ,052 ,023 ,079 2,206 ,028 2 through helping Factor of interest in ,077 ,027 ,100 2,801 ,005 streamer and entertainment Age ,006 ,003 ,079 2,248 ,025 Table 9: Parameters of multiple linear regression (active-in-chat developer) ~ 34 ~
Discussion Factor analysis suggests that there are three factors, which are named appropriately based on their functions. Gamer is a factor of interest in games, as such it connects to theory that Hamilton et. al suggest [Hamilton, Garretson, Kerne, 2014]. The main drive for people to watch is to learn about games. People are drawn to learn about the games on Twitch because of its rawness, because the content is broadcasted live and not edited. When people become regulars, they get to know the streamers – their likes, feelings, and they get to understand their behaviour. It is easier for them to judge how honest the streamers are; therefore, they can truly learn about the game – learn how it feels to play the game, which could be an essential element for some, because it is not all about graphics and gameplay. For example, when people get to know the streamer and see that they are frustrated, they can properly judge if the game difficulty is really that hard. That is why some people enjoy learning about games on stream, because it can feel like a true hands-on contact. If the original Cheung and Huang’s scheme were to remain intact, persona The Unsatisfied (Q11) would be a part of this factor (Table 11), because the Unsatisfied cares about playing the game rather than watching Hamilton et. al. also talk about the core of every community – regulars and moderators [Hamilton, Garretson, Kerne, 2014]. Accordingly, the second factor that came out from factor analysis (Table 14) is the Helper. This factor is comprised of regulars and moderators (and possibly backseat gamers), because they naturally care about the community. Their way of involving themselves with the community is by helping either the streamers or the viewers. Therefore, they rightfully take place in hearths of every community. They help shape the streamers’ channel, because they are the ones streamers are most connected with. Factor Helper also correlates with variable Q15 (The Crowd). That is understandable, because their communication takes place in the audience itself, therefore they feel like a part of it – but it is not an essential part of the Helper. Third factor, Spectator, is special for Twitch, not because other websites do not create communities such as Twitch. It thrives on being a part of an audience, like in a theatre. They care about the entertainment and not about the game, in fact they neither care about learning or improving (Table 16). In the first iteration of factor analysis The Bystander (Q07) was excluded. This is rather interesting because now it could be seen, that this persona fits into this factor, because it represents someone who does not care about the game in the first place. Phenomenon of alone together by Ducheneaut et. al. also connects with this ~ 35 ~
factor. Spectators do not necessarily have to interact in chat but they are a part of an audience, they feel the social presence and they enjoy the spectacle – all of these aspects are naturally present on every Twitch stream [Ducheneaut, Yee, Nickell, Moore, 2006]. Special type of people – lurkers – are also involved in this factor, representing people who do not necessarily engage in communication but understand that they are a part of an audience. Thus, the answer to RQ1 is yes, Cheung and Huang’s scheme of personas [Cheung, Huang, 2011] is valid on communities of variety streamers on Twitch.tv. Factor analysis helped form the original nine personas into three factors, because some personas are closely related to each other. Factors Gamer, Helper, Spectator, represent Twitch community at large – they consist of everything that is essential to Twitch and what makes it stand out from other services. Even the personas that were left out in the process of factor analysis, could be theoretically connected to certain factors as theory suggests. Definition of these three factors also grants a chance to see where viewers on Twitch belong in accordance with magic circle. Gamers are inside the magic circle, because of how connected they feel to the game; the remaining factors helper and spectator belong outside of the magic circle, because they are not so greatly focused on the game itself and fundamentally do not interact with it as much as the gamer. Answer to RQ2 lies in the comparison of Table 2 with Table 3. Results show that active-in-chat developers are more positively perceived in every matter the survey focused on. It is important to notice that each battery is consisted of three questions focused on positive emotions (a, b, c), three questions focused on negative emotions (d, e, f) and one is neutral (g). High contrast between positive emotions of each battery is observable, but on the other hand amongst the questions concerning negative and neutral emotions, there is no substantial difference25. This comparison speaks to how certain kinds of game promotions are perceived, therefore answering RQ2. Active-in-chat developers are perceived considerably more positive in every aspect, but that does not imply that sponsored content is viewed more negatively, in fact it is not. Looking at the questions of negative emotions, they are perceived in almost the same matter in each battery. Meenaghan’s negative facets of sponsorship are not influencing the negative perception of game promotions [Meenaghan, 2001]. That leaves a rather fascinating result – the only emotions that are incentivized are positive ones, people do not change their mind about games in a negative way. 25 The biggest one is approximately 16% between Q16_f and Q17_f. ~ 36 ~
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