Abstract:This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to… Show more
“…Video game streaming services have become an important source of information. Johnson and Woodcock [ 55 ] show their impact on the entire video game ecosystem and industry, revealing how they help build links between video game developers and streamers. Streaming platforms influence players’ expectations regarding new releases, with users going to these platforms as an audience member to find out information, to see how new releases are tested live or how older titles are updated, or to watch indie game releases.…”
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.
“…Video game streaming services have become an important source of information. Johnson and Woodcock [ 55 ] show their impact on the entire video game ecosystem and industry, revealing how they help build links between video game developers and streamers. Streaming platforms influence players’ expectations regarding new releases, with users going to these platforms as an audience member to find out information, to see how new releases are tested live or how older titles are updated, or to watch indie game releases.…”
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.
“…The factors linked to the risk or opportunity arising from the consumption of live video game streaming may be heterogeneous among individuals [ 19 ]. Previous research has primarily focused on the positive or negative aspects associated with the rise of this new phenomenon [ 18 , 20 , 21 , 22 ], but no studies to date have identified user groups or differences between them and their perceptions. As Jeong, et al [ 19 ] point out, the identification of homogeneous subgroups can contribute to a better understanding of gaming and viewing behaviour.…”
Section: Introduction and State Of The Researchmentioning
In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use.
“…Based on recent research in terms of user-attraction and interest on social media (Liu et al, 2014;Salganik et al, 2006;Venkatanathan et al, 2012;Wen & Lin, 2010), paired with contemporary trends in online gaming, particularly in the streaming platform of Twitch.tv (Johnson & Woodcock, 2019a, 2019bWoodcock & Johnson, 2019), the aim of the present was to discover user-attraction characteristics of different posted content on the Facebook brand page of a Hungarian Twitch.tv streamer, RandomNickname.…”
Section: Resultsmentioning
confidence: 99%
“…Twitch. tv, according to Johnson and Woodcock (2019), is having a particular impact on the video game industry, in terms of extending the visibility and lifespan of games, offering opportunities for game reviews and spreading knowledge and expertise in game programming as well (Johnson & Woodcock, 2019b).…”
This paper discusses the causal relationships among posted content types, the number of reached individuals and follower counts of a Facebook brand page by investigating the communication forms of a Hungarian Twitch.tv live streamer. The Kolmogorov-Smirnov test for the analyses’ distributional properties is followed by the Kruskal-Wallis H test, which determines significant differences in content types in terms of their total reach, reaction, comment and share counts. The Kendall’s tau-b tests are performed for the examination of interrelationships among the retrieved Facebook metrics. Furthermore, mediation analysis is conducted, wherein the antecedent role is taken by post type, the follower count appears as a consequent variable and the total reach count takes the mediator role in the proposed model. The results of the analysis conclude that the analysed Facebook metrics display statistically significant, strong and positive correlations with one another; additionally, post type has a strong, significant and direct influence on reached individuals and although they do not show a significant, direct influence on follower count, they display a significant, total effect on it. The paper thereby contributes to the existing online brand personality and gaming research, offering value to the research domain of online marketing and communication as well.
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