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.

Highlights

  • Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming [1,2]

  • Sorting through the existing literature revealed that Kaytoue et al [11] were early scholars who relevant data of more than “100 days” on the Twitch platform, they found that, for the audience to studied video game live streaming through in-depth data analysis

  • Wulf et al [23] agreed that compared to watching pre-recorded video, audiences might be affected by the excitement and suspense while hoping the streamer win the game or complete the challenge. It has been mentioned in existing literature that there are three main features of video game live streaming: real time, social media and suspense compared to other video platforms and social platforms

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Summary

Introduction

Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming [1,2]. The addiction to video game live streaming has raised concerns. The relevant research is scattered between video game live streaming use and various psychological variables. Video game live streaming users can be divided into streamers and audiences. Studies on user behavior are summarized in three aspects: effect factor on streamer participation in live streaming, effect factors on audience watching live streaming, and effect factors on their interactive behavior (chat, reward, subscription, etc.). The literature was reviewed from the following four aspects: streamer demand, audience demand, user interaction behavior, and platform impact; and the relevant theoretical framework was constructed. We hope to provide a clearer picture of the current research state of the factors, which impacted user participation in video game live streaming. We hope to provide a reference for the psychology of addiction to video game live streaming

Literature Retrieval
The Search Strategy
The Inclusion Criteria
Literature
Definition of Video Game Live Streaming
Users of Video Game Live Streaming
Features of Video Game Live Streaming
Community Classification of Video Game Live Streaming
Streamer Demand
Audience Demand
The User Interaction Behavior
Chat Interaction
Rewards and Subscription Interaction
Interactive Learning
Platform Influence
The Effect on Streamers
The Effect on Audiences
Discussion
Future Directions
Limitations
Findings
Conclusions
Methods
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