Consuming live-streamed or pre-recorded gaming video content through video sharing services such as YouTube and Twitch has become a significant aspect of the modern gaming and online media culture. Although it has been argued that watching such content may replace some first-hand gaming activities, it has also been argued that consuming gaming video content may further increase both gaming activities and purchases related to gaming. This study provides the first empirical evidence on how the consumption of three popular types of gaming video content (game reviews, let’s plays and esports) affect the gameplay activity and game related purchasing behaviour and therefore extends our knowledge about digital consumer behaviour and its latest for...
The article provides an overview of research devoted to the popular practice of watching game strea...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
Consuming live-streamed or pre-recorded gaming video content through video sharing services such as...
This thesis aims to understand the relationshipbetween viewership of video game streams and purchase...
The games industry has, during the past decades, evolved into one of the largest forms of entertainm...
Making Games Watchable examines spectator video gaming as an emergent media phenomenon with an atten...
Contemporary digital technologies have facilitated practices related to games whereby users often pr...
A particularly striking new phenomenon in recent years is the live streaming of video games through ...
The video game development path is full of drastic changes. The growth and strengthening of technolo...
This report discusses the recent phenomena of young adults watching gameplay footage online. Althoug...
Live video game stream has been around for a few years but only during the time of the pandemic did ...
This article addresses the phenomenon of gameplay video watching on YouTube. The study investigates ...
Thesis (Ph. D.)--University of Rochester. William E. Simon Graduate School of Business Administratio...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
The article provides an overview of research devoted to the popular practice of watching game strea...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
Consuming live-streamed or pre-recorded gaming video content through video sharing services such as...
This thesis aims to understand the relationshipbetween viewership of video game streams and purchase...
The games industry has, during the past decades, evolved into one of the largest forms of entertainm...
Making Games Watchable examines spectator video gaming as an emergent media phenomenon with an atten...
Contemporary digital technologies have facilitated practices related to games whereby users often pr...
A particularly striking new phenomenon in recent years is the live streaming of video games through ...
The video game development path is full of drastic changes. The growth and strengthening of technolo...
This report discusses the recent phenomena of young adults watching gameplay footage online. Althoug...
Live video game stream has been around for a few years but only during the time of the pandemic did ...
This article addresses the phenomenon of gameplay video watching on YouTube. The study investigates ...
Thesis (Ph. D.)--University of Rochester. William E. Simon Graduate School of Business Administratio...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
The article provides an overview of research devoted to the popular practice of watching game strea...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...