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Across all age groups (and gender) a rela- tively similar pattern becomes visible (see also Figure 7a): users seek gratifications by the consumption of SMCs’ content very much the same way as they do with tradi- tional media content. Clearly leading is the search for enjoyment, followed by informa- tion interest and relaxation. All other grat- ifications asked for in the survey correlate strongly with the latter three — apart from the following two: the consumption as a cure for loneliness and because the protag- onists are seen as role models. These two aspects also correlated more with each other than with the rest of gratifications tested. Users who score high at the latter two gratifications score lower at the for- mer three (and vice versa). However, they constitute a clear minority. No significant differences show up when comparing grat-   But what exactly attracts the vast audienc- es to this new kind of content and what are the perceived quality criteria distinguishing more or less successful players? We ex- pected that the audience success is based not only on the specific online activities but that it is at least also linked to the everyday life of such celebrities beyond the virtual, as extensive self-disclosure (c.f. Nardi, Schia- no, Gumbrecht & Swartz, 2004; Bane, Cor- nish, Erspamer & Kampman, 2010; Tang & Wang, 2012; Chen, 2013) is a characteristic element (see also above).

Figure 7 Across all age groups (and gender) a rela- tively similar pattern becomes visible (see also Figure 7a): users seek gratifications by the consumption of SMCs’ content very much the same way as they do with tradi- tional media content. Clearly leading is the search for enjoyment, followed by informa- tion interest and relaxation. All other grat- ifications asked for in the survey correlate strongly with the latter three — apart from the following two: the consumption as a cure for loneliness and because the protag- onists are seen as role models. These two aspects also correlated more with each other than with the rest of gratifications tested. Users who score high at the latter two gratifications score lower at the for- mer three (and vice versa). However, they constitute a clear minority. No significant differences show up when comparing grat- But what exactly attracts the vast audienc- es to this new kind of content and what are the perceived quality criteria distinguishing more or less successful players? We ex- pected that the audience success is based not only on the specific online activities but that it is at least also linked to the everyday life of such celebrities beyond the virtual, as extensive self-disclosure (c.f. Nardi, Schia- no, Gumbrecht & Swartz, 2004; Bane, Cor- nish, Erspamer & Kampman, 2010; Tang & Wang, 2012; Chen, 2013) is a characteristic element (see also above).