| Literature DB >> 32403265 |
Yi Li1, Chongli Wang1, Jing Liu2.
Abstract
Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of video game live streaming and various psychological variables. In order to fully understand the factors that affected user participation (streamers and audiences) in video game live streaming and provide a reference to the mental health issues of Internet addiction, this paper summarizes the relevant literature on user behavior in video game live streaming. First, we comprehensively searched literature in six social science databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above literature was presented in table form for classification and we found that the effect factors of user behavior in video game live streaming mainly include user demands and platform impact. Based on Use and Satisfaction theory, this paper reviewed the following four aspects: streamer demand, audience demand, interaction behavior and platform impact, then a relevant theoretical framework was constructed. Finally, this paper looks forward to possible future research topics based on the research platform, research data and research content and so on, hoping to provide a foundation and new ideas for future research.Entities:
Keywords: audience demand; interactive behavior; platform; streamer demand; video game live streaming
Year: 2020 PMID: 32403265 PMCID: PMC7246545 DOI: 10.3390/ijerph17093328
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Flowchart of the systematic review process. Note: There were two instances in which the same paper was included for both records for the audiences and records for interaction.
Summary of studies included in the streamer participate.
| Study (Year) | Independent Variable | Dependent Variable | Theory | Methods | Sample |
|---|---|---|---|---|---|
| Hamilton et al. (2014) [ | Conversation | Participation motivation | No definition provided | Ethnographic investigation Interviews | 11 streamers and 4 audiences on Twitch |
| Gandolfi (2016) [ | Entertainment | A factor of attract gamers | No definition provided | Quantitative survey | 16 plays and 96 audiences on Twitch |
| Johnson and Woodcock (2017) [ | Income | reasons of streamer as a career | No definition provided | Semi-structured interviews | 39 full-time video game streamers on Twitch |
| Pellicone and Ahn (2017) [ | Affordances of platforms | Streaming | No definition provided | Date crawled Grounded theory | 1895 posts, from SP.com |
| Zhao et al. (2018) [ | Self-esteem | Continuance streaming’s Intention | Self-determination Theory | Quantitative survey | 306 Taiwanese streamers on Twitch forums |
| Chen and Chang (2019) [ | Escapism | streaming | No definition provided | Quantitative survey | 508 users on Twitch |
Summary of studies included in the audience participate.
| Study (year) | Independent Variable | Dependent Variable | Theory | Methods | Sample |
|---|---|---|---|---|---|
| Churchill and Xu (2016) [ | Characters | What game franchises attract similar audiences | No definition provided | Data crawled | 420 pieces of user data on twitch |
| Vosmeer et al.(2016) [ | Education | What motivates people to watch games instead of playing them | No definition provided | In-depth interviews | 9 people who are involved on a regular basis with live game streaming |
| Gros et al. (2017) [ | Entertainment | the motivations to use Twitch | Uses and gratifications theory | Quantitative survey | 791 users on Twitch |
| Hu el al. (2017) [ | Participation | Continuous watching intention | Social identification theory | Quantitative survey | 428 users Douyu TV and YY Live |
| Sjöblom et al. (2017) [ | Affective | Game genres | Uses and gratifications theory | Quantitative survey | 1091 respondents from the online news and social networking sites Reddit Twitter and Facebook with additional respondents from individual online game forums. |
| Sjöblom and Hamari (2017) [ | Affective | Hours watched | Uses and gratifications theory | Quantitative survey | 1091 respondents from forums dedicated to games |
| Chen and Pan (2018) [ | Live streamer | The text chats/comments Which can affect other Users’ watching Behaviors. | No definition provided | Text mining | 100 live streaming comments (chats) in Twitch |
| Hilvert-Bruce et al. (2018) [ | Social interaction | The motivation of live-stream engagement | Uses and gratifications theory | Quantitative survey | 2227 users on Twitch |
| Wulf et al. (2018) [ | Suspense | Why viewers enjoy participating in video game live streaming? | No definition provided | Quantitative survey | 548 users on Twitch |
| Neus et al. (2019) [ | Escape | Attend Offline | No definition provided | Quantitative survey | 637 participants on-site and online in the big E-sports event |
| Chen and Chang (2019) [ | Escapism | Negative outcomes about watching video game live streaming | No definition provided | Quantitative survey | 508 users on Twitch and Facebook |
| Lim et al. (2020) [ | Parasocial raletive | Repeated viewing | social cognitive theory | Quantitative survey | 485 respondents |
Summary of studies included in the interaction between audience and streamer.
| Study (year) | Independent Variable | Dependent Variable | Theory | Methods | Sample |
|---|---|---|---|---|---|
| Greenberg (2016) [ | Online gift | Streamers’ skill | No definition provided | Case analysis | A car-racing game |
| Gros et al. (2017) [ | Socialization | Subscription | Uses and gratifications | Quantitative survey | 791 Twitch users |
| Payne et al. (2017) [ | Identity of trainer | Examine the efficacy of Twitch as a learning platform | Cognitive Load Theory | Laboratory experiment | 350 participants |
| Sjöblom and Hamari (2017) [ | Personal integrative | Streamers followed | Uses and gratifications | Quantitative survey | 1091 respondents from forums dedicated to games |
| Zhu et al. (2017) [ | Viewer number | Gifts value | Undefined theory | Data crawled | The dataset of a fourteen-day |
| Chen and Pan (2018) [ | Interaction with the audience | The streamers’ income | No definition provided | Text mining | 100 live streaming comments (chats) on Twitch |
| Wang and Li (2020) [ | The number of viewers | What motivates audience comments on live | the interaction ritual chains theory | Data crawled | 1090 groups from 480 |
| Diwanji et al. (2020) [ | information productionin | Users join in Twitch | Human information behavior theory | Clawing Text | Chat logs of three live streams on Twitch |
Figure 2The research framework of video game live streaming. Source: Compiled by the authors.