| Literature DB >> 35621421 |
Chan-Sheng Kuo1, Chia-Chien Hsu2.
Abstract
Video game streaming has become a popular leisure activity which, depending on content, level of skill, and user interest, reaches a wide array of audiences. Using streaming platforms, client users are able to broadcast their video gameplays and use chat rooms to interact with other viewers and game players in real time. This paper aimed to develop and examine a theoretical explanation concerning the formation of client users' satisfaction with, perceived net benefits of, and continuance intention to use a particular streaming platform. The study employed the updated IS Success Model. An online questionnaire was designed for individuals who were game streaming users of a streaming platform. A total of 632 usable responses were used in the data analysis. The results pointed out that system quality, information quality, service quality, and user motivation all positively and significantly affected user satisfaction. User satisfaction had a positive and significant effect on perceived net benefits and continuance intention to use a streaming platform. Perceived net benefits positively and significantly related to continuance intention to use a particular streaming platform. The moderating effect of emotional involvement between user satisfaction and perceived net benefits was confirmed.Entities:
Keywords: continuance intention to use; perceived net benefit; streaming platform; the updated IS Success Model; user satisfaction
Year: 2022 PMID: 35621421 PMCID: PMC9138005 DOI: 10.3390/bs12050124
Source DB: PubMed Journal: Behav Sci (Basel) ISSN: 2076-328X
Figure 1The Original IS Success Model [11].
Figure 2The Updated IS Success Model [11].
Figure 3Research framework.
Descriptive statistics and item loading.
| Variable | Mean | SD | Loading |
|---|---|---|---|
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I think the connection to the streaming platform is stable. | 5.92 | 0.92 | 0.88 |
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I think the streaming platform is user friendly. | 5.71 | 0.97 | 0.90 |
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I think the streaming platform provides instant interactions smoothly. | 5.44 | 1.06 | 0.87 |
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I think the streaming platform provides accurate information for game streaming users. | 5.46 | 1.19 | 0.84 |
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I think the streaming platform contains complete information required for game streaming users. | 5.59 | 1.10 | 0.81 |
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I think the information provided by the streaming platform is easy to understand for game streaming users. | 5.37 | 1.22 | 0.87 |
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I think the notification service of the streaming platform enables game streaming users to watch games in real-time. | 5.08 | 1.25 | 0.78 |
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I think the service of the streaming platform is reliable. | 4.72 | 1.15 | 0.80 |
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I think the live interpersonal service provided by the streaming platform makes me feel a sense of participation. | 4.98 | 1.11 | 0.88 |
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The streaming platform enables me to interact with other streamers. | 5.21 | 1.16 | 0.90 |
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The streaming platform enables me to improve their gaming skills. | 5.23 | 1.10 | 0.90 |
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The streaming platform enables me to have fun. | 5.13 | 1.12 | 0.88 |
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I am satisfied with the stability of the system provided by the streaming platform. | 5.36 | 1.07 | 0.83 |
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I am satisfied with various entertainment functions provided by the streaming platform. | 5.21 | 1.10 | 0.84 |
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I am satisfied with the information exchange function provided by the streaming platform. | 5.24 | 1.05 | 0.87 |
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I am satisfied with the gaming programs provided by the streaming platform. | 5.29 | 1.04 | 0.87 |
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I would share my gaming experiences with other members via the streaming platform. | 5.06 | 1.29 | 0.91 |
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Members of the streaming platform would share their ideas/opinions with me. | 5.08 | 1.22 | 0.90 |
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Members of the streaming platform helps improve my gaming performance. | 4.85 | 1.32 | 0.90 |
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I like to use the streaming platform. | 5.44 | 0.99 | 0.83 |
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I am willing to introduce the streaming platform to my relatives/friends. | 5.12 | 1.21 | 0.77 |
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I am willing to use the streaming platform in the future. | 5.14 | 1.13 | 0.80 |
1 = Strongly disagree, 2 = Disagree, 3 = Somewhat disagree, 4 = Neutral, 5 = Somewhat agree, 6 = Agree, 7 = Strongly agree (n = 632).
Measures of correlation, composite reliability, and average variance extracted.
| Construct | 1 | 2 | 3 | 4 | 5 | 6 | 7 | AVE |
|---|---|---|---|---|---|---|---|---|
|
System quality | 0.88 | 0.78 | ||||||
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Information quality | 0.58 | 0.84 | 0.71 | |||||
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Service quality | 0.36 | 0.44 | 0.82 | 0.67 | ||||
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User’s Motivation | 0.48 | 0.51 | 0.51 | 0.89 | 0.80 | |||
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User satisfaction | 0.55 | 0.58 | 0.58 | 0.60 | 0.85 | 0.73 | ||
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Perceived net benefits | 0.37 | 0.37 | 0.34 | 0.43 | 0.53 | 0.90 | 0.82 | |
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Continuance intention | 0.47 | 0.44 | 0.40 | 0.38 | 0.50 | 0.49 | 0.80 | 0.64 |
| Composite reliability | 0.92 | 0.88 | 0.86 | 0.92 | 0.92 | 0.93 | 0.84 |
Note: Diagonals represent the square root of AVEs.
Figure 4Results of hypothesis analysis. *** p < 0.001.