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探索 Web of Science 中视频游戏直播研究的新兴领域:现状、变化和趋势。

Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends.

机构信息

Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain.

出版信息

Int J Environ Res Public Health. 2021 Mar 12;18(6):2917. doi: 10.3390/ijerph18062917.

DOI:10.3390/ijerph18062917
PMID:33809213
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8001289/
Abstract

In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues.

摘要

近年来,视频游戏直播服务作为一种新的沟通工具、社交网络、休闲来源和娱乐平台,吸引了数百万用户的关注。随着这种服务的兴起,对这些平台的研究也在增加。随着针对这一新颖现象的研究领域的出现,有必要深入研究其本质和前因。本研究的主要目的是提供一个全面的参考,以便未来的分析能够更加严谨和具有理论深度。在这项工作中,我们进行了文献的元综述,并结合文献计量绩效和网络分析(BPNA)进行了分析。我们使用 PRISMA(系统评价和荟萃分析的首选报告项目)协议,从 2012 年以来被 Web of Science 索引的已发表文献中获得了具有代表性的 111 篇文献样本。此外,我们还揭示了迄今为止开发的主要研究主题,这使我们能够发现未来的研究挑战和趋势。研究结果发现了四个专业化或子领域:专注于传输者或主播的研究;专注于接收者或观众的研究;专注于频道或平台的研究;以及专注于传输过程的研究。这四个专业化通过发展六个核心主题来增加积累的知识:动机、行为、活动的货币化、体验质量、社交网络和媒体的使用以及性别问题。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/9fa33ef9ca19/ijerph-18-02917-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/9ec0c3778bf2/ijerph-18-02917-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/b3f5e328999d/ijerph-18-02917-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/d5f1cfd8c536/ijerph-18-02917-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/a922f1498e84/ijerph-18-02917-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/9fa33ef9ca19/ijerph-18-02917-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/9ec0c3778bf2/ijerph-18-02917-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/b3f5e328999d/ijerph-18-02917-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/d5f1cfd8c536/ijerph-18-02917-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/a922f1498e84/ijerph-18-02917-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/905c/8001289/9fa33ef9ca19/ijerph-18-02917-g005.jpg

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Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch.在线流媒体平台 Twitch 上能量饮料、苏打水、加工零食、糖果和餐厅产品营销的流行趋势和策略。
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A Systematic Review of Literature on User Behavior in Video Game Live Streaming.
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Why Are People Loyal to Live Stream Channels? The Perspectives of Uses and Gratifications and Media Richness Theories.为什么人们对直播频道忠诚?使用与满足理论和媒体丰富度理论的视角。
Cyberpsychol Behav Soc Netw. 2020 May;23(5):351-356. doi: 10.1089/cyber.2019.0547. Epub 2020 Apr 13.
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