2021
DOI: 10.3390/healthcare9020192
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Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities

Abstract: 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 … Show more

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Cited by 18 publications
(18 citation statements)
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References 73 publications
(134 reference statements)
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“…Higher Education and Oriental Studies (HEOS) -Vol 2(4): 1 -22 It is undeniable that video games have become a popular entertainment across the community and the growth in video games is impressive to the extent that people of all ages have access to these games regardless of time zone or geographical difference (Cabeza-Ramírez et al, 2021;Noël et al, 2021;Skowronski et al, 2021;Slater et al, 2017;Tang et al, 2019;Zakaria & Adnan, 2022). Presently, much of the video games are available on the Google Play Store, an application on smartphones that displays a wide range of video games with a variety of categories available.…”
Section: Problem Statementsmentioning
confidence: 99%
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“…Higher Education and Oriental Studies (HEOS) -Vol 2(4): 1 -22 It is undeniable that video games have become a popular entertainment across the community and the growth in video games is impressive to the extent that people of all ages have access to these games regardless of time zone or geographical difference (Cabeza-Ramírez et al, 2021;Noël et al, 2021;Skowronski et al, 2021;Slater et al, 2017;Tang et al, 2019;Zakaria & Adnan, 2022). Presently, much of the video games are available on the Google Play Store, an application on smartphones that displays a wide range of video games with a variety of categories available.…”
Section: Problem Statementsmentioning
confidence: 99%
“…Finally, when users are exposed to sexualised contents from childhood, as they gradually grow up to young adults, they may begin to engage in pornography which will lead them to practice unsafe sexual practices (Ali et al, 2021;Cabeza-Ramírez et al, 2021). Cabeza-Ramírez et al (2021) have also mentioned that the exposure to sexualised contents will lead to uncontrollable viewing of pornography.…”
Section: Problem Statementsmentioning
confidence: 99%
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“…With the COVID-19 pandemic, there has been an increase in the number of video game users and related phenomena, such as video game streaming [ 14 ]. However, cases of Internet gaming disorders have also increased by between 1–2.5% [ 15 ].…”
Section: Introductionmentioning
confidence: 99%