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视频游戏直播用户行为文献的系统综述

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

机构信息

School of Economics and Management, Chongqing University of Posts and Telecommunications, Chongqing 400065, China.

Information and Library Center, Chongqing Medical and Pharmaceutical College, Chongqing 401331, China.

出版信息

Int J Environ Res Public Health. 2020 May 11;17(9):3328. doi: 10.3390/ijerph17093328.

Abstract

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.

摘要

游戏直播是一种将传统广播与在线游戏融合在一起的实时视频社交媒体。在过去十年中,游戏直播的迅速普及促使研究人员开始研究使用游戏直播与各种心理变量之间的关系。为了充分了解影响用户参与(主播和观众)游戏直播的因素,并为互联网成瘾的心理健康问题提供参考,本文总结了有关游戏直播用户行为的相关文献。首先,我们全面搜索了六个社会科学数据库中的文献,从而获得了符合纳入标准的 24 篇论文。其次,以上文献以表格形式呈现进行分类,我们发现游戏直播用户行为的影响因素主要包括用户需求和平台影响。基于使用与满足理论,本文回顾了以下四个方面:主播需求、观众需求、互动行为和平台影响,然后构建了一个相关的理论框架。最后,本文基于研究平台、研究数据和研究内容等方面展望了未来可能的研究课题,希望为未来的研究提供基础和新的思路。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b7e3/7246545/ea130392b1a3/ijerph-17-03328-g001.jpg

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