Max Sjöblom

Orcid: 0000-0002-0525-8153

According to our database1, Max Sjöblom authored at least 14 papers between 2017 and 2021.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2021
Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

2020
Fame and fortune, or just fun? A study on why people create content on video platforms.
Internet Res., 2020

Digital athletics in analogue stadiums.
Internet Res., 2020

View, Play and Pay? - The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos.
Proceedings of the Interactivity and Game Creation, 2020

2019
The ingredients of Twitch streaming: Affordances of game streams.
Comput. Hum. Behav., 2019

Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

2018
Social motivations of live-streaming viewer engagement on Twitch.
Comput. Hum. Behav., 2018

Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?
Proceedings of the 9th International Conference on Social Media and Society, 2018

Likes and views: Investigating internet video content creators perceptions of popularity.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018

2017
What is eSports and why do people watch it?
Internet Res., 2017

Content structure is king: An empirical study on gratifications, game genres and content type on Twitch.
Comput. Hum. Behav., 2017

Why do people watch others play video games? An empirical study on the motivations of Twitch users.
Comput. Hum. Behav., 2017


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