Professional gamers on Twitter/X: tweeting for change

Professional gamers play esports as an occupation and income source. As a group, limited attention has been paid to professional gamers and their online behaviour on social media platforms such as X. The purpose of this paper is to explore the reasons (or motivations) of professional gamers to use X from a Uses and Gratifications Theory (UGT) perspective. This study used exploratory and qualitative methods to analyse 23,356 tweets of South African professional gamers taken from their X accounts using NVivo. This allows for research on the use of X in another cultural context. Social interaction, information sharing, and promotion were identified as motives, but in this study, the motives of personal opinions, entrepreneurship, and gaming issues were also identified. The use of tweets to highlight causes enables professional gamers to use the platform to impact the broader gaming community, society and media.

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Publication Details

Journal
Journal of Media Business Studies
Published
2026-09-14
DOI
https://doi.org/10.1080/16522354.2026.2730778
Primary Topic
Social Media in Health Education
Type
article
Field-Weighted Citation Impact
0.00
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article

Professional gamers on Twitter/X: tweeting for change

Adele Berndt
Journal of Media Business Studies
Social Media in Health Education
article

Professional gamers on Twitter/X: tweeting for change

Adele Berndt
article en

Abstract

Professional gamers play esports as an occupation and income source. As a group, limited attention has been paid to professional gamers and their online behaviour on social media platforms such as X. The purpose of this paper is to explore the reasons (or motivations) of professional gamers to use X from a Uses and Gratifications Theory (UGT) perspective. This study used exploratory and qualitative methods to analyse 23,356 tweets of South African professional gamers taken from their X accounts using NVivo. This allows for research on the use of X in another cultural context. Social interaction, information sharing, and promotion were identified as motives, but in this study, the motives of personal opinions, entrepreneurship, and gaming issues were also identified. The use of tweets to highlight causes enables professional gamers to use the platform to impact the broader gaming community, society and media.

Journal of Media Business Studies
Gordon State College (US), University of Pretoria (ZA), Jönköping University (SE)
Openalex Percentile: Top 7%
Social Media in Health Education
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