| Literature DB >> 32992885 |
Luis Javier Cabeza-Ramírez1, Sandra M Sánchez-Cañizares1, Fernando J Fuentes-García1.
Abstract
A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member's age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player.Entities:
Keywords: Twitch; media usage; motivation; new media; streaming; uses and gratifications; video game; video streaming service
Mesh:
Year: 2020 PMID: 32992885 PMCID: PMC7579209 DOI: 10.3390/ijerph17197019
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Research model.
Sociodemographic profile of the sample and profile of use of video game platforms.
| Variable (Unit) | Categories | Value | Variable (Unit) | Categories | Value |
|---|---|---|---|---|---|
| Gender % | Male | 69.4% | Weekly hours spent watching streaming % | 0–3 h | 70.0% |
| Female | 30.6% | 3–7 h | 14.1% | ||
| Age (years) | Mean | 26.88 | More than 7 h | 15.9% | |
| Education % | Primary level | 3.6% | Weekly hours spent gaming % | 0–3 h | 40.4% |
| Lower Secondary level | 9.2% | 3–7 h | 19.4% | ||
| Upper Secondary Level | 55.3% | More than 7 h | 40.2% | ||
| University | 21.9% | Self-perception of level as a player % | Novice | 26.2% | |
| Master/PhD | 10.0% | Amateur | 9.7% | ||
| Employment/Current activity % | Student | 48.1% | Regular | 33.7% | |
| Full-time employee | 29.6% | Expert | 23.4% | ||
| Part-time employee | 4.4% | Pro | 7.2% | ||
| Student and employee | 13.0% | Favourite video game genre % * | Action/Adventure | 45.0% | |
| Unemployed | 4.9% | Real-time strategy | 23.2% | ||
| Adventure | 20.4% | ||||
| Sports | 20.3% | ||||
| Online FPS | 19.2% |
Note: * More than one option could be selected (percentage exceeds 100%).
Measurement model. Descriptive statistics and loadings.
| Item | Source of Scale | Loading | Mean (SD) |
|---|---|---|---|
| MOTIVATION 1. Tension release/Entertainment | |||
| For entertainment | [ | 0.918 | 2.45 (1.464) |
| Alternative to social networks/TV | [ | 0.865 | 2.25 (1.387) |
| I play/watch to forget my problems | [ | 0.635 | 2.28 (1.318) |
| MOTIVATION 2. Social | |||
| To communicate with other viewers | [ | 0.808 | 1.45 (0.873) |
| To make new friends | [ | 0.679 | 1.32 (0.750) |
| To be part of the community | [ | 0.863 | 1.48 (0.918) |
| MOTIVATION 3. Informational | |||
| To learn new gaming strategies | [ | 0.919 | 2.25 (1.351) |
| To keep up-to-date with my favourite video games | [ | 0.910 | 2.22 (1.376) |
| To follow tournaments and events | [ | 0.878 | 2.05 (1.349) |
| USE | |||
| Hours viewed 1-(0-2); 2-(3-5); 3-(6-10); 4-(11-20); 5- (>20) | [ | 0.723 | 1.63 (1.188) |
| To follow a specific streamer | [ | 0.882 | 2.16 (1.417) |
| To follow a specific game | [ | 0.821 | 2.26 (1.424) |
| To support a streamer | [ | 0.607 | 1.23 (0.600) |
| To contact a streamer | [ | 0.658 | 1.23 (0.615) |
Internal consistency, convergent and discriminant validity of the measurement model.
| Cronbach’s Alpha | Composite Reliability | AVE | Fornell–Larcker Criterion | ||||
|---|---|---|---|---|---|---|---|
| Inform | TenR/Ent | Soc | Uses | ||||
| Informational | 0.886 | 0.929 | 0.814 | 0.902 | |||
| Tension release/entertainment | 0.744 | 0.853 | 0.665 | 0.763 | 0.815 | ||
| Social | 0.727 | 0.829 | 0.619 | 0.539 | 0.512 | 0.787 | |
| Main uses | 0.797 | 0.860 | 0.555 | 0.706 | 0.741 | 0.628 | 0.745 |
Figure 2Estimated structural model. p < 0.01 for all the parameters; SRMR = 0.099.
Path coefficients and t-value (structural model).
| Hypothesis | Expected Sign | Path | t-Value |
|---|---|---|---|
| H1: Tens rel. * → USE | + | 0.277 | 8.702 *** |
| H2: Social → USE | + | 0.248 | 9.201 *** |
| H3: Informational → USE | + | 0.442 | 14.047 *** |
* Ten rel. = Tension release/entertainment motivation. *** p < 0.01.
Results of invariance measurement testing using permutation (self-perception of level as a player).
| Const. | Conf. Inv. | Compositional Invariance | Equal Mean Assessment | Equal Variance Assessment | Measurement Invariance Established | |||||
|---|---|---|---|---|---|---|---|---|---|---|
| C = 1 | Confidence Interval | Differences | Confidence Interval | Equal | Differences | Confidence Interval | Eq. | |||
| INF * | Yes | 1 | [0.999, 1] | −0.033 | [−0.125, 0.118] | Yes | 0.153 | [−0153, 0.134] | No | Partial |
| TEN/REL * | Yes | 0.998 | [0.998, 1] | 0.036 | [−0.136, 0.120] | Yes | 0.162 | [−0.126, 0.125] | No | Partial |
| SOC * | Yes | 0.997 | [0.994, 1] | 0.286 | [−0.121, 0.127] | No | 0.482 | [−0.258, 0.279] | No | Partial |
| USE * | Yes | 0.999 | [0.999, 1] | −0.064 | [−0.129, 0.128] | Yes | −0.086 | [−0.194, 0.182] | Yes | Total |
* INF: informational motivation; TEN/REL: Tension release/entertainment motivation; SOC: Social motivation.
Multi-group analysis by self-perception of level as a player.
| Relationships | Path Coefficients | Path Coefficient Difference | Henseler’s MGA | Welch–Satterthwait Test | ||
|---|---|---|---|---|---|---|
| Basic Player β1 | Advanced Player β2 | β1-β2 | Student- | |||
| INF * → USE | 0.476 ** | 0.339 ** | 0.137 | 0.030 * | 2.160 | 0.031 * |
| TEN/REL * → USE | 0.230 ** | 0.338 ** | −0.108 | 0.081 | 1.753 | 0.080 |
| SOC * → USE | 0.238 ** | 0.294 ** | −0.056 | 0.350 | 0.933 | 0.351 |
* INF: informational motivation; TEN/REL: Tension release/entertainment motivation; SOC: Social motivation. * p <0.05, ** p <0.01.