Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain.
Int J Environ Res Public Health. 2020 Sep 25;17(19):7019. doi: 10.3390/ijerph17197019.
A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member's age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player.
近年来,一个特别引人注目的新现象是通过流行平台(如 Twitch)直播视频游戏。本研究聚焦于观众参与直播平台的动机和使用类型。基于使用与满足理论,本文旨在分析三种基本动机如何与视频游戏流媒体平台的使用相关。此外,它还研究了观众的年龄、性别或自我认知的玩家水平等重要变量可能对这种关系产生的调节作用。结果表明,三种动机与平台的使用呈正相关,尽管存在显著差异,信息动机超过娱乐和社交动机。同时,性别和年龄差异并没有对所提出模型的结果产生调节作用。相反,自我认知的玩家水平对信息动机对这些平台的使用的影响具有调节作用。