Abstract

In recent years social live streaming services (SLSSs) like YouNow or Periscope are becoming more and more popular. Within the gaming and E-sports industry, Twitch became one of the biggest live streaming platforms for video games in late 2014. This paper analyzes the usage behavior and interactions of Twitch users, especially their wish to get involved in a live-stream. The study is a quantitative analysis based on an online questionnaire, which was completed by 603 Twitch users. Both user groups, ‘viewers’ and ‘streamers’, participated in the study. Additionally, streamers with different popularity (follower size) were observed to get an insight of the interactions between Twitch users.

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