4.7 Article

Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses

期刊

COMPUTERS IN HUMAN BEHAVIOR
卷 128, 期 -, 页码 -

出版社

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2021.107130

关键词

Video games; Video game live streaming; Potential problematic use; Behaviour

向作者/读者索取更多资源

The study explores the relationships between video game players and viewers, finding that players' positive expectations affect the time spent playing games but negatively impact the time spent watching. Potential problematic usage is more influenced by an increase in playing time than in watching time, suggesting that watching is considered a complementary activity to gaming.
Video games have become an everyday part of the lives of thousands of users. While playing video games is relatively common, enjoying video games through live streaming platforms is becoming increasingly popular, with users experiencing the game in a much more social and interactive way. However, recent academic research on the subject has focused on studying the two activities independently. To bridge this gap, the present study proposes a theoretical model that explores the connections between gaming and viewing. More specifically, this paper aims to examine whether the motivations for playing video games and expectations of positive outcomes-e.g., making new friends, professionalizing the hobby, or increasing competences and skills-lead to increased time spent playing and viewing, which may ultimately lead to potentially problematic uses. To validate the conceptual model, data were collected from 954 players and viewers and a partial least squares structural equation model was applied. The results suggest that positive expectations about the use of video games are directly related to time spent playing, but negatively related to time spent watching. Moreover, potential problematic uses are determined more by an increase in time spent playing than in time spent watching, with watching being treated as a complementary activity to gaming.

作者

我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。

评论

主要评分

4.7
评分不足

次要评分

新颖性
-
重要性
-
科学严谨性
-
评价这篇论文

推荐

暂无数据
暂无数据