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 infor...
Abstract The introduction of Internet Protocol Television (IPTV) into the eSports industry has cause...
Background and aims: Video game live-streaming platforms are widely used by gamers. However, the exc...
This chapter delves into the motivations and activities of users within various social contexts on l...
The study aimed at exploring the viewers of Twitch, a gameplay streaming platform, and their motivat...
Live video game stream has been around for a few years but only during the time of the pandemic did ...
The games industry has, during the past decades, evolved into one of the largest forms of entertainm...
The Chinese live-streaming economy is growing at an accelerated pace among young audiences, but the ...
During the last five years, game streaming has developed from a niche market into a mainstream activ...
2018-07-13Video game live streaming, the practice of broadcasting one’s gameplay via live streaming ...
During the last five years, game streaming has developed from a niche market into a mainstream activ...
With platforms such as YouNow, Periscope and Ustream, a new type of social networking services (SNSs...
© 2019 Naomi Eleanor Isobel RobinsonTwitch.tv is a video live-streaming website that launched in 201...
Live-streaming in the game industry have grown fast and is becoming popular as a form of online ente...
This paper focuses on the root causes of extreme popularity of game streamers on the Twitch platform...
The enormous expansion of the video game sector, driven by the emergence of live video game streami...
Abstract The introduction of Internet Protocol Television (IPTV) into the eSports industry has cause...
Background and aims: Video game live-streaming platforms are widely used by gamers. However, the exc...
This chapter delves into the motivations and activities of users within various social contexts on l...
The study aimed at exploring the viewers of Twitch, a gameplay streaming platform, and their motivat...
Live video game stream has been around for a few years but only during the time of the pandemic did ...
The games industry has, during the past decades, evolved into one of the largest forms of entertainm...
The Chinese live-streaming economy is growing at an accelerated pace among young audiences, but the ...
During the last five years, game streaming has developed from a niche market into a mainstream activ...
2018-07-13Video game live streaming, the practice of broadcasting one’s gameplay via live streaming ...
During the last five years, game streaming has developed from a niche market into a mainstream activ...
With platforms such as YouNow, Periscope and Ustream, a new type of social networking services (SNSs...
© 2019 Naomi Eleanor Isobel RobinsonTwitch.tv is a video live-streaming website that launched in 201...
Live-streaming in the game industry have grown fast and is becoming popular as a form of online ente...
This paper focuses on the root causes of extreme popularity of game streamers on the Twitch platform...
The enormous expansion of the video game sector, driven by the emergence of live video game streami...
Abstract The introduction of Internet Protocol Television (IPTV) into the eSports industry has cause...
Background and aims: Video game live-streaming platforms are widely used by gamers. However, the exc...
This chapter delves into the motivations and activities of users within various social contexts on l...