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World of Streaming. Motivation and Gratification on Twitch

机译:流媒体世界。抽搐的动机和满足感

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摘要

Within the gaming industry, live-streaming is becoming very popular as a form of online entertainment. Especially the so called social live streaming services (SLSSs) as a new type of social media have established in the last few years. Subsequently a new web topic-specific live streaming service solely for streaming video games has emerged. One of the most prominent and current examples is Twitch.tv which provides the opportunity for streamers to broadcast a game and react to viewers' comments just-in-time. The viewers however watch the stream with the option to communicate either with the streamer or with other participants through a chat. The main goal of this study is to determine the motivation and behavior of Twitch users. Therefore, a research model including research questions has been developed. This model contains the dimensions 'Information', 'Entertainment' and 'Socialization' which were investigated in relation to the average time spent on Twitch as well as potential expenses. The data for the analysis originates from a developed questionnaire (n = 791) and provides interesting results. One of the key findings reveals a connection between the time and money users spend on Twitch. Of particular note is also the significance of the dimension 'Socialization'.
机译:在游戏行业中,实时流作为一种在线娱乐形式正变得非常流行。尤其是在最近几年中,已经建立了作为新型社交媒体的所谓的社交实时流媒体服务(SLSS)。随后,出现了专门针对流媒体视频游戏的新的针对Web主题的实时流媒体服务。 Twitch.tv是当前最著名的示例之一,它为流媒体提供了播放游戏并及时回应观众评论的机会。但是,观看者可以观看视频流,并可以选择通过聊天与流媒体或其他参与者进行通信。这项研究的主要目的是确定Twitch用户的动机和行为。因此,已经开发了包括研究问题的研究模型。该模型包含“信息”,“娱乐”和“社会化”维度,这些维度是针对Twitch花费的平均时间以及潜在支出进行调查的。分析数据来自已开发的调查表(n = 791),并提供了有趣的结果。一项重要发现揭示了用户在Twitch上花费的时间和金钱之间的联系。特别值得注意的是“社会化”维度的重要性。

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