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You play, we?ll watch ? a study about e-sport consumption and community

Title You play, we?ll watch ? a study about e-sport consumption and communityAuthor Simon KarlssonSemester Spring 2012Tutor Malin SveningssonNumber of pages 67 (1 appendix)Aim The study aims to explore the motivations and needs behind e-sport consumption and the possible identity construction it entails.Method Qualitative methods: interviews and participant observations.Material Ten interviews with individuals from the barcraft community in Gothenburg, Sweden. Ethnography studies from four locations in total for the e-sport tournament GBG E-sport Open: three from qualifiers and one from the finals.Main results E-sport consumption proved to fill a variety of needs. Affective: To be entertained and experience emotional satisfaction. Social integrative: to connect with friends and other viewers. This proved also to enhance the affective need. Cognitive: better understanding of the game, which then later can be used while playing to enhance ones rank within the ladder. Tension release: to relax from a stressful day. E-sport consumption is preferably done with friends. This consumption with others also leads to a sense of belonging and identity. Outsiders might have a negative opinion about e-sports which also binds the consumers closer together and forms a subculture.

Författare

Simon Karlsson

Lärosäte och institution

Göteborgs universitet/Institutionen för journalistik, medier och kommunikation

Nivå:

"Masteruppsats". Självständigt arbete (examensarbete) om 30 högskolepoäng (med vissa undantag) utfört för att erhålla masterexamen.

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