2018
DOI: 10.1007/978-3-319-91485-5_15
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Interactions of Twitch Users and Their Usage Behavior

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Cited by 23 publications
(17 citation statements)
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“…Communities within Twitch are mainly focused on one streamer and their respective channel, and even though other structures exist to organize communities around, these are shown to have quite loose connections from a graph theory perspective (Dux, 2018). Interaction takes place in the forms of viewer-toviewer, viewer-to-streamer, and streamer-to-viewer (Anderson, 2017), and particularly the interaction between the viewer and the streamer has been shown to be influential on the use of the service (Gros et al, 2018). The communities of Twitch are not without their own problems, and studies have highlighted the potential problems that might arise in these mostly anonymous communities, and how proactive approaches such as moderation can help mitigate some of these problems (Seering, Kraut, et al, 2017).…”
Section: Live Video Game Streaming and Twitchmentioning
confidence: 99%
“…Communities within Twitch are mainly focused on one streamer and their respective channel, and even though other structures exist to organize communities around, these are shown to have quite loose connections from a graph theory perspective (Dux, 2018). Interaction takes place in the forms of viewer-toviewer, viewer-to-streamer, and streamer-to-viewer (Anderson, 2017), and particularly the interaction between the viewer and the streamer has been shown to be influential on the use of the service (Gros et al, 2018). The communities of Twitch are not without their own problems, and studies have highlighted the potential problems that might arise in these mostly anonymous communities, and how proactive approaches such as moderation can help mitigate some of these problems (Seering, Kraut, et al, 2017).…”
Section: Live Video Game Streaming and Twitchmentioning
confidence: 99%
“…It also covers the characteristics, motivations for, and challenges of live-stream programming [ 85 ], new forms of paid work [ 6 , 10 , 55 , 56 , 57 , 58 , 83 ], user motivation [ 7 , 17 ], and identification between audience groups and streamers [ 65 ]. The relationships between the genre played, content streamed and viewer gratification [ 59 ], the motivations for spending money [ 104 ], and the relationships between the size of the channel and user motivation [ 61 ] are also explored. In addition, this cluster addresses the possible differences in said motivations according to the gender of the viewer or the streamer [ 105 ].…”
Section: Resultsmentioning
confidence: 99%
“…However, in some content areas, of e.g. e-Sports and painting, with Twitch [13][14][15][16]30,41] and Picarto there are specialized SLSSs, which found their expert audience.…”
Section: Central Motivations and Content (Rq2)mentioning
confidence: 99%
“…Authors have discussed legal and ethical implications of SLSSs [7][8][9], while others focus on privacy [10]. If we differentiate between topic-specific SLSSs (as Twitch or Picarto) and general SLSSs (without any thematic limitation) [2], we are able to identify some scientific studies on specific SLSSs, especially Twitch [e.g., [11][12][13][14][15][16], and a few on general SLSSs, especially on Periscope, YouNow and Ustream [2,[17][18][19][20][21][22][23][24][25][26]. Studies found that general live streaming was appreciated for its authentic, unstrained, and interactive attributes [17] as well as for its role for sharing breaking news [18].…”
Section: Introductionmentioning
confidence: 99%