Cabeza-Ramírez Luis Javier, Muñoz-Fernández Guzmán Antonio, Santos-Roldán Luna
Department of Statistics, Econometrics, Operations Research, Business Organization and Applied Economics, Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain.
Healthcare (Basel). 2021 Feb 10;9(2):192. doi: 10.3390/healthcare9020192.
In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use.
近年来,游戏直播视频平台越来越受欢迎。这类服务能让任何人直播和观看实时内容,正在彻底改变当前的游戏格局。用户受多种动机驱使,接触并参与这些平台。为了评估这一现象并反思其利弊,有必要对用户参与Twitch等服务的不同形式进行特征描述。为此,对580名年龄在14至24岁之间的年轻人和青少年进行了一项调查。因此,本研究的目的是探索这些平台的使用情况,识别用户群体,区分不同动机,并探讨相关的益处和危害。运用基于因子分析和聚类分析的方法,根据用户的具体特征、游戏/观看时长、对自身玩家技能水平的自我认知、使用的设备以及视频游戏的类型或流派,对用户画像进行了特征描述。由此确定了四类游戏玩家/观众群体:休闲型、社交型、爱好型和问题型。结果显示,年龄较大的用户和女性用户在前两类群体中占比较高,在视频游戏和直播平台上花费时间较少的用户也是如此。相反,在爱好型和问题型群体中,情况则恰恰相反。存在成瘾风险的用户画像凸显出,在预防层面,有必要对这类服务进行更深入的研究,并提高公众对无节制使用此类服务危险性的认识。