Purpose: The outbreak of the Coronavirus (COVID-19) pandemic and its preventative social distancing measures have led to a dramatic increase in subscriptions to paid streaming services. Online users are increasingly accessing live broadcasts as well as recorded video content and digital music services through Internet and mobile devices. In this context, this study explores the individuals’ uses and gratifications from online streaming technologies during COVID-19. Design/Methodology/Approach: This research has adapted key measures from the ‘Technology Acceptance Model’ (TAM) and from the ‘Uses and Gratifications Theory’ (UGT) to better understand the individuals’ intentions to use online streaming technologies. A structural equations parti...
Streamed media is becoming more and more a part of our daily lives and companies like Netflix is com...
The rise of the streaming music services and the decreasing importance of physical distribution is a...
Live-streaming in the game industry have grown fast and is becoming popular as a form of online ente...
Purpose: The outbreak of the Coronavirus (COVID-19) pandemic and its preventative social distancing ...
The COVID-19 pandemic accelerates the adoption of online streaming service around the world, includi...
With the rapid pace of technological development, the way we consume media has changed drastically. ...
Pandemic Covid-19 has resulted in disruption in various industry and business sectors. People spend ...
Drawing upon the technology acceptance model (TAM), the theory of planned behavior (TPB) and the use...
Video game streaming has become a popular leisure activity which, depending on content, level of ski...
Social media is the undisputed leader regarding video streaming consumption at an international leve...
This research is based on the theory of Technology Acceptance Model to understand consumer behaviors...
A particularly striking new phenomenon in recent years is the live streaming of video games through ...
While the digitalization of products and services in the entertainment industry has gained momentum ...
In this research, we examined users’ psychology and behaviours when interacting with live streaming ...
During the COVID-19 period, governments have launched the spatial distancing policy to prevent vir...
Streamed media is becoming more and more a part of our daily lives and companies like Netflix is com...
The rise of the streaming music services and the decreasing importance of physical distribution is a...
Live-streaming in the game industry have grown fast and is becoming popular as a form of online ente...
Purpose: The outbreak of the Coronavirus (COVID-19) pandemic and its preventative social distancing ...
The COVID-19 pandemic accelerates the adoption of online streaming service around the world, includi...
With the rapid pace of technological development, the way we consume media has changed drastically. ...
Pandemic Covid-19 has resulted in disruption in various industry and business sectors. People spend ...
Drawing upon the technology acceptance model (TAM), the theory of planned behavior (TPB) and the use...
Video game streaming has become a popular leisure activity which, depending on content, level of ski...
Social media is the undisputed leader regarding video streaming consumption at an international leve...
This research is based on the theory of Technology Acceptance Model to understand consumer behaviors...
A particularly striking new phenomenon in recent years is the live streaming of video games through ...
While the digitalization of products and services in the entertainment industry has gained momentum ...
In this research, we examined users’ psychology and behaviours when interacting with live streaming ...
During the COVID-19 period, governments have launched the spatial distancing policy to prevent vir...
Streamed media is becoming more and more a part of our daily lives and companies like Netflix is com...
The rise of the streaming music services and the decreasing importance of physical distribution is a...
Live-streaming in the game industry have grown fast and is becoming popular as a form of online ente...