| Literature DB >> 33809213 |
Luis Javier Cabeza-Ramírez1, Fernando J Fuentes-García1, Guzmán A Muñoz-Fernandez1.
Abstract
In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues.Entities:
Keywords: bibliometric; communication process; literature review; live video streaming; video game live streaming
Mesh:
Year: 2021 PMID: 33809213 PMCID: PMC8001289 DOI: 10.3390/ijerph18062917
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Flow diagram adapted from the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) protocol.
VOSviewer configuration.
| Item | Characteristic/Value |
|---|---|
| Type of analysis | Co-occurrence |
| Unit | All Keywords |
| Counting method | Full counting |
| Normalization Method | Association Strength |
| Layout | Attraction = 2/Repulsion = 0 |
| Clustering | Resolution = 1.00/Min. Cluster size = 10 |
| Visualization Scale | network and overlay = 1.27 |
| Weights | Occurrences |
| Labels size variation | Min. Strength = 0/Max. Lines = 500 |
| Minimum number of occurrences of a keyword | Main sample (n = 111) = 2 |
| Streamer sample (n = 19) = 1 | |
| Audience sample (n = 25) = 1 | |
| Platform sample (n = 17) = 1 | |
| Transmission sample (m = 50) = 1 |
Figure 2Research domain and main theories applied.
Main methodology and research area.
| Streamer Subdomain | Audience Subdomain | Platform Subdomain | Transmission Subdomain | |
|---|---|---|---|---|
| Qn | [ | [ | [ | [ |
| Ql | [ | [ | [ | [ |
| M | [ | [ | ||
| Tc | [ | [ | [ | |
| Research area (nº doc ≥ 5) | Communication 9; Computer Science 7; | Computer Science 10; Psychology 7 | Computer Science 9; Telecommunications 5 | Computer Science 37; Engineering 18; Telecommunications 13 |
Figure 3Number of documents and impact in terms of citation and usage.
Top ranking documents in each of the specializations or subdomains identified.
| Item | Focus * | Method * | Theoretical Framework | Goals | Data | Rk. Citations | Rk. Count 2013 | Rank Count 180 d |
|---|---|---|---|---|---|---|---|---|
| [ | S | Qn | self-determination theory | Determine the factors influencing live streamers’ intentions to continue broadcasting on Twitch. | n = 306 Taiwanese live streamers on Twitch | 6 | 5 | 5 |
| [ | S/A | Qn | No definition provided. Previous Research | Analyze how the streamers and spectators behave and further characterize the live-streaming community. | a set of 54, 246, 484 tuples in the format < user, channel, date, time, action, chat > | 10 | 87 | 23 |
| [ | S/A | Ql | affordance theory | Identify what practices and elements individual Twitch streamers utilize and what affordances these practices create for the streamers and viewers. | 100 different streamers on Twitch | 16 | 19 | 24 |
| [ | A | Qn | uses and gratifications theory | Examine why people watch eSports on the Internet. | people who have watched eSports online (n = 888) | 1 | 1 | 1 |
| [ | A | Qn | uses and gratifications theory | Study the general gratifications that people derive from watching online streaming content and the differences in various streaming content. | n = 1091 users | 2 | 15 | 3 |
| [ | A | Qn | uses and gratifications theory | Explore social motivations and types of Twitch live-stream engagement and how the relationship between live-stream viewer motivations and indicators of engagement vary by channel sizes. | n = 2227 Twitch users | 3 | 2 | 4 |
| [ | P/A/S | M | multidisciplinary framework | Examine the relationships among production, consumption and practice on Twitch.tv | n = 16 live streaming videos/ | 9 | 30 | 6 |
| [ | P/A/S | Qn | Cognitive load theory | Examine the efficacy of Twitch as a learning platform. | n = 350 participants | 14 | 42 | 17 |
| [ | P/A | Tc | No definition provided. Previous Research | Explore the Twitch infrastructure to understand how it manages live streaming delivery to an Internet-wide audience. | API Twitch | 17 | 49 | 52 |
| [ | T/A | Qn | No definition provided. Previous Research | Study the effect of viewer engagement on gifting items to a streamer in a live video streaming. | 2,294,837 viewers over a three-month period | 7 | 8 | 9 |
| [ | T | Tc | Lyapunov optimization theory | Examine the problem of cost-effective adaptive live game video streaming from the perspective of CLGVS service providers. | Twitch Dataset to simulate the behaviors of gamers and viewers | 12 | 34 | 31 |
| [ | T | Ql | No definition provided. Previous Research | Determine what a transcript should look like in order to systematically account for the activity and the cross-modal communication between broadcaster and audience. | n = 6 streamers 12 h of recording (Three popular games: League of Legends, FIFA and World of Warcraft) | 13 | 63 | 22 |
* Focus = Transmitter/Streamer (S), Receiver/Audience (A), Platform (P), Transmission (T); Method = quantitative (Qn), qualitative (Ql), mixed (M), technical studies (Tc).
Main bibliometric indicators for the analyzed sample.
| Streamer Subdomain | Nº Doc. | h-Index | Average Citations per Item | Sum of Times Cited | Usage Count Since 2013 | Usage Count Last 180 Days |
|---|---|---|---|---|---|---|
| [ | 19 | 7 | 6 | 114 | 514 | 141 |
| Audience Subdomain | ||||||
| [ | 25 | 8 | 16.44 | 411 | 1217 | 317 |
| Platform Subdomain | ||||||
| [ | 17 | 7 | 5.88 | 100 | 399 | 102 |
| Transmission Subdomain | ||||||
| [ | 50 | 7 | 3.96 | 198 | 480 | 118 |
| Video Game Live Streaming Services Domain | 111 | 15 | 7.41 | 823 | 2610 | 678 |
General document profiling of research on video game live streaming services.
| Category | Items |
|---|---|
| WoS Categories (no. publications ≥) | Computer Science Theory methods 36; Computer Science Information Systems 27; Engineering Electrical Electronic 22; Telecommunications 20; Computer Science Software Engineering 19; Communication 17; Computer Science Cybernetics 10; Computer Science interdisciplinary applications 10; Computer Science Artificial Intelligence 9; Psychology Multidisciplinary 9; Psychology Experimental 9; Computer Science Hardware Architecture 6; Sociology 6; Business 3; Environmental Sciences 3; Imaging Science Photographic Technology 3; Multidisciplinary Sciences 3; Public environmental Occupational health 3; Cultural Studies 2; Film Radio Television 2; Information Science Library Science 2; Language Linguistics 2; Linguistics 2; Behavioral Sciences 1; Education Educational Research 1 |
| Document Types | Article 62; Proceedings paper 47; Early Access 3; Book Chapter 1; Editorial material 1; Review 1 |
| Most Prolific Authors (no. publications ≥ 4) | Hamari, Juho. Tampere University 6; Johnson, Mark R. Alberta University 6; Sjoblom, Max. Tampere University 6; Liu Jiangchuam. Simo Fraser University 5; Barman, Nabajeet. Kingston University 4; Martini María G. Kingston University 4; Woodcok, Jamie. Open University 4; Zhang, Cong. University of Science & Technology of China 4 |
| Most Productive Sources Titles (no. publications ≥ 3) | Computers in Human Behavior 8; Lecture Notes in Computer Science (conferences) 8; IEEE Access 3; IEEE Transactions on Circuits and Systems for Video Technology 3: Information Communication Society 3; Multimedia Tools and Applications 3; New Media and Society 3 |
| Most Productive Institutions (no. publications ≥ 5) | Simon Fraser University 7; University of California System 7; Tampere University 6; Aalto University 5: University of Alberta 5 |
| Most Productive Countries (no. publications ≥ 4) | USA 41; China 18; Canada 15; England 12; Germany 12; Taiwan 8; Finland 7; Australia 4: Qatar 4; South Korea 4 |
| Core References (no. of received citations ≥ 15; citations and subdomain) | [ |
Journal of publication, journal quartile and citation index in Web of Science (WoS) core collection.
| Doc | Journal/Conference/Book | JCR Category */Quartile or Book/Conference | WoS Core Collection ** |
|---|---|---|---|
| [ | Computers in Human Behavior | Psychology, Experimental (Q1)/Psychology, Multidisciplinary (Q1) | SSCI |
| [ | IEEE Access | Computer Science, Information (Q1)/ Engineering, Electrical & Electronic (Q1)/Telecommunications (Q2) | SCIE |
| [ | IEEE Transactions on Circuits and Systems for Video Technology | Engineering, electrical & electronic (Q1) | SCIE |
| [ | Information Communication & Society | Communication (Q1)/Sociology (Q1) | SSCI |
| [ | Multimedia Tools and Applications | Computer Science, Information Systems (Q3)/Computer Science, software engineering (Q2)/Computer Science, Theory & methods (Q2)/Engineering, electrical & electronic (Q2) | SCIE |
| [ | New Media & Society | Communication (Q1) | SSCI |
| [ | Lecture notes in computer science (Proceedings papers) | Computer Science, Theory & Methods (Q4) | CPCIS/CPCISS&H |
| [ | ACM Transactions on Multimedia Computing Communication and Applications | Computer Science, Information Systems (Q2)/Computer Science, Software Engineering (Q1)/Computer Science, Theory & Methods (Q1) | SCIE |
| [ | Computer Networks | Computer Science, Hardware & Architecture (Q2)/Computer Science, Information Systems (Q2)/Engineering, Electrical & Electronic (Q2)/Telecommunications (Q2) | SCIE |
| [ | Convergence the international Journal of Research into New Media | Communication (Q2) | SSCI |
| [ | Critical Studies in Media Communication | Communication (Q2) | SSCI |
| [ | Discourse Studies in the Cultural Politics of Education | Education & Educational Research (Q2) | SSCI |
| [ | Entertainment Computing | Computer Science, Cybernetics (Q4/Computer Science, interdisciplinary (Q4)/Computer Science, software engineering (Q3) | SSCI/SCIE |
| [ | Games and Culture | Communication (Q3)/Cultural Studies (Q1) | SSCI/A&HCI |
| [ | IEEE Transactions on Multimedia | Computer Science, Information systems (Q1)/Computer Science, software engineering (Q1)/Telecommunications (Q1) | SCIE |
| [ | IEEE-ACM Transactions on Networking | Computer Science, Hardware & Architecture (Q1)/Computer Science, theory & methods (Q1)/Engineering, Electrical & Electronic (Q2)/Telecommunications (Q2) | SCIE |
| [ | Information Visualization | Computer Science, software engineering (Q3) | SSCI/SCIE |
| [ | International Gambling Studies | Substance Abuse (Q2) | SSCI |
| [ | International Journal of Environmental Research and Public Health | Environmental Sciences (Q2)/Public, Environmental & Occupational Health (Q1)/Public, Environmental & Occupational Health (Q2) | SSCI/SCIE |
| [ | International Journal of Network Management | Computer Science, Information Systems (Q4)/Telecommunications (Q4) | SCIE |
| [ | Internet Research | Business (Q1)/Computer Science, Information Systems (Q1)/Telecommunications (Q1) | SSCI/SCIE |
| [ | Journal of Behavioral Addictions | Psychiatry (Q1) | SSCI/SCIE |
| [ | Journal of Cloud Computing Advances Systems and Applications | Computer Science, information systems (Q2) | SCIE |
| [ | Journal of Network and Computer Applications | Computer Science, Hardware & Architecture (Q1)/Computer Science, Interdisciplinary Applications (Q1)/Computer Science, Software Engineering (Q1) | SCIE |
| [ | Journal of Pragmatics | Linguistics (Q2) | SSCI/A&HCI |
| [ | Journal of Research in Interactive Marketing | Business (Q2) | SSCI |
| [ | Journal of Sport & Social Issues | Hospitality, Leisure, Sport & Tourism (Q3)/Sociology (Q2) | SSCI |
| [ | Media Culture & Society | Communication (Q2)/Sociology (Q2) | SSCI |
| [ | Multilingua-Journal of Cross-Cultural and Interlanguage Communication | Linguistics (Q3) | SSCI/A&HCI |
| [ | Peer-to-Peer Networking and Applications | Computer Science Information Systems (Q2)/Telecommunications (Q2) | SCIE |
| [ | PLOS One | Multidisciplinary Sciences (Q2) | SSCI/SCIE |
| [ | Public Health Nutrition | Nutrition & Dietetics (Q2)/Public Environmental & Occupational Health (Q2) | SSCI/SCIE |
| [ | Royal Society Open Science | Multidisciplinary Sciences (Q2) | SSCI/SCIE |
| [ | Science | Multidisciplinary Sciences (Q2) | SSCI/SCIE |
| [ | Social Media + Society | Communication (Q1) | SSCI |
| [ | Sustainability | Environmental Sciences (Q2)/Environmental Studies (Q2)/Green & Sustainable Science & Technology (Q3)/Green & Sustainable Science & Technology (Q3) | SSCI/SCIE |
| [ | Telematics and Informatics | Information Science & Library Science (Q1) | SSCI |
| [ | Television & New Media | Communication (Q4) | SSCI/A&HCI |
| [ | Cyberpsychology Behavior and Social Networking | Psychology, social (Q2) | SSCI |
| [ | Journal of Gaming and Virtual Worlds | - | ESCI |
| [ | Book: Digital Sociologies | Book chapter | BCISS&H |
| [ | Conferences | Proceedings papers | CPCIS/CPCISS&H |
* JCR = Journal Citation Report; ** SSCI:Social Sciences Citation Index; SCIE: Science Citation Index Expanded; A&HCI: Arts & Humanities Citation Index; BSCISS&H: Book Citation Index Social Sciences & Humanities; CPCIS: Conference Proceedings Citation Index Science; CPCISS&H: Conference Proceedings Citation Index Social Science & Humanities.
Thematic clusters identified in the research domain on video game live streaming.
| Cluster/Color/Label | Nº Keywords | Keywords (Links, Total Link Strength, Occurrences) |
|---|---|---|
| C1/red/Motivation | 18 | Video game (56, 146, 25); Motivation (47,110,17); E-sport (35,61,10); Play (33, 68, 10); Digital labor (19, 39, 5); Television (21, 36, 5); Watch (23, 40, 5); Digital Economy (16, 23, 3); Engagement (20, 26, 3); Predictors (13, 17,3); User-generated content (14, 16, 3); Communication (9, 10, 2); Game Studies (10, 12, 2); New media (18, 23, 2); Parasocial interaction (11, 11, 2); Parasocial relationship (10, 11, 2); Social presence (9, 9, 2); Work (8, 9, 2) |
| C2/green/Behavior | 15 | Video game live streaming (11, 66, 18); Youtube gaming (30, 49 7); Behavior (26, 32, 5); Continuance broadcasting intention (14, 18, 4); Live broadcast (3, 3, 3); Participation (22, 24, 3); Self-determination theory (21, 24, 3), Audience (11, 12, 2); Online games (4, 5, 2); Personal preference (3, 4, 2); Recommendation system (3, 4, 2); User acceptance (14, 15, 2); Virtual communities (11, 11, 2) |
| C3/blue/Monetization | 13 | Twitch (65, 173, 40); Online gameplay streaming (15, 20, 5); Monetization (21, 21, 4); platform (18, 23, 4); Gaming (16, 16, 3); Loyalty (19, 19, 3); Biometrics (6, 6, 2); Computer-mediated communication (4, 4, 2); Gambling (9, 12, 2); Gamification (16, 16, 2); Politics (8, 10, 2); Viewer engagement (9, 10, 2); Wearable technology (3, 6, 2) |
| C4/yellow/QoE | 13 | Quality of experience (14, 23, 8); Crowdsourced live video (13, 24, 7); Cloud computing (7, 13, 5); Model (24, 33, 5); Image (4, 7, 3); Impact (18, 18, 3); Quality assessment (4, 9, 3); Resource allocation (4, 8, 3); Video quality (4, 7, 3); Cognitive load theory (6, 7, 2); Experience (15, 15, 2); System (10, 10, 2) |
| C5/purple/Media usage | 13 | Streaming media (45, 109, 19), Media usage (36, 90, 9); Social media (38, 79, 9); Uses and gratifications (35, 71, 9); User behavior (21, 28, 4); Facebook (20, 26, 3); Internet (16, 19, 3); Social live streaming services (11, 18, 3); China (11, 11, 2); Information behavior (13, 14, 2); Intention (16, 23, 2), measurement (8, 8, 2); Popularity (9, 9, 2) |
| C6/Orange/Gender and Contents | 13 | Live platform (56, 11, 30), Gender (26, 42, 7); Technology (27, 24, 5); Gaming Culture (9, 14. 3); Platform regulations (8, 14, 3); Sexual content (8, 15, 3); Chat analysis (4, 5, 2); Diversity (5, 5, 2); Online community (3, 5, 2); Sexism (9, 11, 2); Video popularity prediction (2, 3, 2); Viewer participation (5, 6, 2); Women (5, 9, 2) |
Figure 4Map of thematic clusters identified in the research domain on video game live streaming.
Figure 5Connections between the different subdomains identified in the sample of documents.