期刊
COMPUTERS IN HUMAN BEHAVIOR
卷 84, 期 -, 页码 58-67出版社
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2018.02.013
关键词
Streaming; Social media; Twitch; eSports; Motivation; Uses and gratification
资金
- Finnish Funding Agency for Technology and Innovation (Tekes) [40009/16]
Little is known about the motivations underlying viewer engagement in the rapidly growing live streaming multimedia phenomenon. This study trialled an eight-factor socio-motivational model, based on Uses and Gratifications Theory, to explain four aspects of live-stream viewer engagement. Cross-sectional data was collected through an international, online self-report survey of Twitch users (N = 2227). Multiple and ordinal linear regression analyses identified six motivations which helped to explain live-stream engagement: social interaction, sense of community, meeting new people, entertainment, information seeking, and a lack of external support in real life. Compared to mass media, viewer motivations to engage in live-stream entertainment appear to have a stronger social and community basis. Furthermore, live-stream viewers who preferred smaller channels (<500 viewers) were more motivated by social engagement than viewers who preferred larger channels. These findings offer insight into the motivations for live-stream engagement, and help to lay a foundation for further research. (C) 2018 Elsevier Ltd. All rights reserved.
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