相关参考文献
注意:仅列出部分参考文献,下载原文获取全部文献信息。What motivates audience comments on live streaming platforms?
Mengdi Wang et al.
PLOS ONE (2020)
The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A social cognitive theory perspective
Joon Soo Lim et al.
COMPUTERS IN HUMAN BEHAVIOR (2020)
Watching Players: An Exploration of Media Enjoyment on Twitch
Tim Wulf et al.
GAMES AND CULTURE (2020)
Don't just watch, join in: Exploring information behavior and copresence on Twitch
Vaibhav Diwanji et al.
COMPUTERS IN HUMAN BEHAVIOR (2020)
Moderating effects of information-oriented versus escapism-oriented motivations on the relationship between psychological well-being and problematic use of video game live-streaming services
Chi-Ying Chen et al.
JOURNAL OF BEHAVIORAL ADDICTIONS (2019)
Information overload in group communication: from conversation to cacophony in the Twitch chat
Azadeh Nematzadeh et al.
ROYAL SOCIETY OPEN SCIENCE (2019)
The ingredients of Twitch streaming: Affordances of game streams
Max Sjoblom et al.
COMPUTERS IN HUMAN BEHAVIOR (2019)
It's like the gold rush': the lives and careers of professional video game streamers on Twitch.tv
Mark R. Johnson et al.
INFORMATION COMMUNICATION & SOCIETY (2019)
Social motivations of live-streaming viewer engagement on Twitch
Zorah Hilvert-Bruce et al.
COMPUTERS IN HUMAN BEHAVIOR (2018)
Determinants of live streamers' continuance broadcasting intentions on Twitch: A self-determination theory perspective
Qun Zhao et al.
TELEMATICS AND INFORMATICS (2018)
What is eSports and why do people watch it?
Juho Hamari et al.
INTERNET RESEARCH (2017)
Understanding the Gift-Sending Interaction on Live-Streaming Video Websites
Zhenhui Zhu et al.
SOCIAL COMPUTING AND SOCIAL MEDIA: HUMAN BEHAVIOR, PT I (2017)
Examining the learning effects of live streaming video game instruction over Twitch
Katherine Payne et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
Why do people watch others play video games? An empirical study on the motivations of Twitch users
Max Sjoblom et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework
Mu Hu et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
Content structure is king: An empirical study on gratifications, game genres and content type on Twitch
Max Sjoblom et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences
Enrico Gandolfi
JOURNAL OF GAMING AND VIRTUAL WORLDS (2016)
The socio-technical architecture of digital labor: Converting play into YouTube money
Hector Postigo
NEW MEDIA & SOCIETY (2016)
Now you're playing with audience power: the work of watching games
Nicholas Thiel Taylor
CRITICAL STUDIES IN MEDIA COMMUNICATION (2016)
Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement
David Moher et al.
PLOS MEDICINE (2009)