669 research outputs found

    Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends

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    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

    Paycheck.exe: Optimizing the Video Game Live Stream

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    Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live content creation. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus

    Catching the Viewer\u27s Eye: Examining Exploration and Exploitation Strategies in the Live Streaming Market

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    Live streaming has become an important feature on social media platforms like Facebook and Instagram. More and more entrepreneurs (content creators) are competing in live streaming platforms like Twitch to maximize the attention they receive from consumers (viewers). In this competitive landscape, it is crucial for entrepreneurs to develop and provide new compelling content that can maximize the consumers’ attention and aid the discovery of their content. We adopt an exploration-exploitation framework and assess the four strategies these new entrepreneurs could use to attract viewership and position themselves on Twitch: exploration, exploitation, learning from viewers, and their neighbor streamers. We combined the natural language processing techniques with theory-driven measures to accomplish this. Using our proposed measures, we estimate the utility of consumers from these different strategies using the discrete choice demand model

    When a Pandemic Enters the Game: The Initial and Prolonged Impact of the COVID-19 Pandemic on Live-Stream Broadcasters on Twitch

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    The global COVID-19 pandemic has accelerated the popularity of video games and online-gaming platforms. However, little research is devoted to understanding how the pandemic has affected gamers, especially live-stream broadcasters. Therefore, our study aimed to evaluate the impact the COVID-19 pandemic has had on established streamers on Twitch. By using a longitudinal time-series design and focusing on a large sample (N = 23,019) of broadcasters, we were able to determine the initial as well as prolonged effects of the pandemic on their streaming behavior. Our results suggest that the pandemic was a "game changer" for the target group, especially in regard to their choice of game settings and their focus on non-gaming content. Relating the data obtained from the target group of established streamers to the general platform data, we discuss the pandemic-related platform dynamics

    When a Pandemic Enters the Game: The Initial and Prolonged Impact of the COVID-19 Pandemic on Live-Stream Broadcasters on Twitch

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    The global COVID-19 pandemic has accelerated the popularity of video games and online-gaming platforms. However, little research is devoted to understanding how the pandemic has affected gamers, especially live-stream broadcasters. Therefore, our study aimed to evaluate the impact the COVID-19 pandemic has had on established streamers on Twitch. By using a longitudinal time-series design and focusing on a large sample (N = 23,019) of broadcasters, we were able to determine the initial as well as prolonged effects of the pandemic on their streaming behavior. Our results suggest that the pandemic was a game changer for the target group, especially in regard to their choice of game settings and their focus on non-gaming content. Relating the data obtained from the target group of established streamers to the general platform data, we discuss the pandemic-related platform dynamics

    Interpersonal Relations and Social Actions on Live Streaming Services. A Systematic Review on Cyber-social Relations

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    This article provides a systematic review on interpersonal relations and social actions on live streaming services as, for instance, Twitch, Chaturbate, YouNow, or Taobao Live. Are those relations social, parasocial, or is there another specific kind of relation? Based on 77 articles, we give a short bibliometric overview and discuss interactions on live streaming services, social actions of streamers, social actions of viewers, shopping relations on live streaming services, and the streamers’ and viewers’ intentions to continuous actions leading (also supported by elements of gamification) the audience to a kind of stickiness towards individual streams, streamers, and services. Due to highly interactive communication between audience and broadcasters and among the viewers, social actions on live streaming services take a middle position between social and parasocial relations and―concerning shopping―also a middle position between physical event-shopping and ordering on an e-commerce platform. They form a new human-human relation, which we name “cyber-social relation.

    Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player

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    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

    Gledanje videoigara: što potiče gledanje igranja videoigara na YouTubeu?

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    This article addresses the phenomenon of gameplay video watching on YouTube. The study investigates what drives people to watch gameplay videos and what gratifications they seek in performing the activity of gameplay viewing. To this end, the authors adopted the uses and gratifications theory (UGT) and a qualitative methodology involving three online discussion groups with 100 members of international gameplay communities. While the results pinpoint the attractiveness of the player as the most important motive, other reasons, such as preview and learning aspects or substitution for the real game, also appear to be important. The qualitative approach enabled to uncover unique aspects of the motives of watching YouTube gameplay videos. In this respect, five distinctive types of gameplay viewers are identified – Spectator, Performer, Selector, Viewer, and Substitutor – where each of them seems to engage in such practices with specific motives and accompanying gratifications.Ovaj se znanstveni rad bavi fenomenom gledanja videa na YouTubeu koji prikazuju igranje videoigara. Studija ispituje što ljude potiče na gledanje igranja videoigara te koje zadovoljstvo u tome traže. Autori se pozivaju na teoriju koristi i nagrada (uses and gratifications theory – UGT) te se koriste kvalitativnom metodologijom. Autori su proveli tri online grupne rasprave sa 100 članova međunarodne gaming zajednice. Iako se u kao najvažiji motiv gledanja ističe atraktivnost igrača, važni su i drugi razlozi, poput promatranja i učenja, ali i zamjene za pravo igranje. Taj kvalitativni pristup omogućuje otkrivanje jedinstvenih aspekata motiva gledanja igranja videoigara na Youtubeu. Tako je u ovom radu identificirano pet različitih vrsta gledatelja – promatrač, izvođač, onaj koji bira, gledatelj i zamjena – pri čemu se svaki uključuje u gledanje videoigara zbog specifičnih motiva i pratećeg zadovoljstva

    Beyond the Game: an Exploratory Study of Virtual Communication, Self-disclosure, and Social Support on Live Streaming Platforms

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    Research on live streaming platforms often investigates the motivations for the users viewing. One motivation that is often found is a motivation of socialization however further research should explore the socialization that occurs on live streaming platforms. This study examines the socialization process in live streaming platforms such as Twitch.TV involving self-disclosure and social support. A survey of 170 individuals asked about the use of live streaming platforms, sense of virtual community, breadth of self-disclosure, and social support. Findings suggest that individuals on live streaming platforms like other online networks build a sense of virtual community. Findings reveal that users of live streaming platforms disclose about a variety information including attitudes, work, body, and personality resulting in feelings of either received informational or emotional support from other members within the live stream. Further research into live streaming platforms may take in consideration the role of the individual within the stream and frequency of disclosure. Keywords: live streaming, self-disclosure, virtual community, social suppor

    What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership

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    Gaming streaming has been increasing vastly throughout this decade, having a total of 1.9 billion hours of video on TwitchTv in August alone, reflecting a 27% year- over-year growth (Gamesindustry, 2021). This dissertation’s primary objective is to quantify the motivational relevance that a Portuguese viewer has concerning gaming streaming content in the online platform denominated TwitchTv, additionally addressing the evolution of streaming and gaming. A questionnaire was created and shared on a multitude of social media platforms in order to gather data to analyze it via a dedicated software. An analysis was used in order to test the validity of the research hypothesis, being it One Sample Student’s T-Test. With this research, the purpose was to identify which of the user needs posed a positive effect regarding the usage of TwitchTv. The main conclusions were that the affective need has a positive effect in TwitchTv usage, while there’s no evidence to support other needs having a positive effect concerning TwitchTv usage. Concerning future research, this dissertation addresses the interest of expanding the scope of research to not only TwitchTv as a streaming platform but to other online networks, due to the suitable approach of User and Gratifications theory.O streaming de jogos tem tido um aumento vasto ao longo desta década, tendo totalizado 1.9 mil milhões de horas de vídeo na TwitchTv apenas em Agosto, refletindo um aumento anual de 27% (Gamesindustry, 2021). Esta dissertação tem como objetivo primário a quantificação da relevância motivacional que um espectador português tem no que diz respeito a conteúdo de streaming gaming na plataforma online denominada de TwitchTv, abordando adicionalmente a evolução de streaming e gaming. Um questionário foi criado e partilhado numa variedade de plataformas online de social media a fim de reunir dados para analisá-los via um software dedicado. Uma análise foi utilizada de modo a testar a validade das hipóteses de pesquisa, sendo esta o Teste-t para uma amostra. Com esta pesquisa, o propósito é identificar qual das necessidades do utilizador propõe um efeito positivo de acordo com o uso da TwitchTv. As conclusões principais foram as de a necessidade afetiva tem um efeito positivo no uso da TwitchTv, enquanto não existe prova para suportar as outras necessidades de terem um efeito positivo em relação ao uso da TwitchTv. No que se refere a pesquisas futuras, esta dissertação aborda o interesse de expandir o alcance da pesquisa para não apenas TwitchTv como uma plataforma de streaming, mas para outras redes online, devido à abordagem adequada da teoria do Utilizador e Gratificações
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