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Impact of Gamification on User Experience of Viewers and Streamers on Twitch

Kuvaja, Kerttu (2026)

 
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Kuvaja, Kerttu
2026

Master's Programme in Computing Sciences and Electrical Engineering
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2026-06-22
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202606187760
Tiivistelmä
As live streaming continues to grow in popularity, platforms increasingly seek ways to encourage user engagement and long-term participation. One approach used by platforms such as Twitch is gamification, which incorporates game elements into non-game environments to enhance user engagement, enjoyment, and interaction. Although Twitch utilizes a wide range of gamified features, their impact on the user experience of viewers and streamers remains an important area of study. Therefore, this master’s thesis examines the impact of gamification on the user experience of both viewers and streamers on Twitch.

An online survey (N = 28) consisting of qualitative and quantitative questions was conducted to investigate how Twitch users engage with the platform’s game elements and how they perceive their impact on user experience. The survey was distributed to Twitch viewers and streamers through social media platforms, including Reddit and Discord. The collected data were analyzed using thematic analysis and descriptive statistics to identify recurring themes related to engagement, enjoyment, participation, and community.

The findings suggest that several game elements contribute positively to user experience. In particular, channel points, predictions, polls, emotes, and chat interaction were among the most positively perceived elements, as participants associated them with increased engagement, participation, and a stronger sense of community. In contrast, monetized elements such as bits, subscriptions, and hype trains received more mixed responses and were frequently associated with financial barriers, limited accessibility, and lower levels of interest.

This study contributes to the understanding of gamification in live-streaming environments by examining how game elements influence user experience on Twitch. The findings provide insight into user preferences, participation patterns, and perceptions of gamified features. However, the relatively small sample size limits the generalizability of the results. Future research could build upon these findings through larger and more diverse samples, in-depth qualitative approaches, and comparisons across multiple live-streaming platforms.
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