2017
DOI: 10.1016/j.chb.2017.06.006
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Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework

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Cited by 384 publications
(316 citation statements)
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References 63 publications
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“…As a new social interaction platform, live streaming has developed rapidly since 2015, and provides a method to promote online sustainable product consumption [3]. Specifically, as live streaming carriers, live platforms such as YouTube Live, Twitch, and Periscope consist of a streamer, a scene and substance, and public audio and video content, which draw an audience's attention through whether psychological ownership and purchase impulses can play a synchronous and chain mediating role in the direct effect of the live platform exterior design and on further consumers' impulse purchase, and whether the chain mediating effect of psychological ownership and purchase impulse is different from the individual mediating effect.…”
Section: Introductionmentioning
confidence: 99%
“…As a new social interaction platform, live streaming has developed rapidly since 2015, and provides a method to promote online sustainable product consumption [3]. Specifically, as live streaming carriers, live platforms such as YouTube Live, Twitch, and Periscope consist of a streamer, a scene and substance, and public audio and video content, which draw an audience's attention through whether psychological ownership and purchase impulses can play a synchronous and chain mediating role in the direct effect of the live platform exterior design and on further consumers' impulse purchase, and whether the chain mediating effect of psychological ownership and purchase impulse is different from the individual mediating effect.…”
Section: Introductionmentioning
confidence: 99%
“…Despite recent research efforts on the broader topic of social video content and consumer behaviour (especially in Asia) [43,51], relatively little is still known about consumer behaviour related to gaming video content and video games. Research related to the consumption of gaming video content has primarily focused on the motivations to consume said content [8,10,12,14,37,47] and the social behaviour related to gaming video content [12].…”
Section: Previous Research and Consumer Behaviour 221 View Play Anmentioning
confidence: 99%
“…The data for this study was collected through an online survey (N=845) and the study analyses the effect of three genres of gaming video content: let's play, review, and esports, chosen for the analysis due to their popularity among consumers, their commercial potential and influence and their presence on the video sharing platforms [27,31,34]. The analytical model is based on previous understanding of gameplay behaviour [3,9,45,49,50], game video content consumption [8,10,11,12,14,37] and previous understanding of consumer behaviour [13,21,29].…”
Section: Introductionmentioning
confidence: 99%
“…Lottridge et al [18] studied the live streaming practices and motivations of teens, highlighting that teens were streaming like taking a long-form selfie, showing one's self and life, to engage with small group of friends. Work by Hu et al [10] did attempt to understand why users kept watching on live streaming platforms, and found that self-identification with the broadcaster and viewing group increased the motivation to keep watching. Haimson et al [7] studied what makes live events engaging by comparing Facebook Live and Snapchat Live Stories.…”
Section: General Live Streamingmentioning
confidence: 99%