4.3 Review

A Systematic Review of Literature on User Behavior in Video Game Live Streaming

出版社

MDPI
DOI: 10.3390/ijerph17093328

关键词

video game live streaming; streamer demand; audience demand; interactive behavior; platform

资金

  1. Social Science Fund of Chongqing Federation of Social Science. Circles [2019YBGL065]
  2. Undergraduate Scientific Research Training Program of Chongqing. University of Posts and Telecommunications [K2019-107]

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Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of video game live streaming and various psychological variables. In order to fully understand the factors that affected user participation (streamers and audiences) in video game live streaming and provide a reference to the mental health issues of Internet addiction, this paper summarizes the relevant literature on user behavior in video game live streaming. First, we comprehensively searched literature in six social science databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above literature was presented in table form for classification and we found that the effect factors of user behavior in video game live streaming mainly include user demands and platform impact. Based on Use and Satisfaction theory, this paper reviewed the following four aspects: streamer demand, audience demand, interaction behavior and platform impact, then a relevant theoretical framework was constructed. Finally, this paper looks forward to possible future research topics based on the research platform, research data and research content and so on, hoping to provide a foundation and new ideas for future research.

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