How does live streaming impact media content consumption? The effect of game live streaming on game players

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Soyeon Lee , Saerom Lee , Hyunmi Baek
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引用次数: 0

Abstract

This study investigates the impact of game live streaming on gameplay from the perspectives of electronic word of mouth (eWOM) and observational learning. To address the impact of game live streaming, we collected data from two different online game-related platforms: the daily number of game players from Steam and the daily number of the game live streaming viewers from Twitch of 10,690 games. Fixed-effects panel regression and pooled OLS analyses were performed on the collected data. The results showed that game live streaming has a positive effect on the number of game players. In addition, the effect of live streaming on the number of story-based game players was weaker than that on the number of non-story-based game players.

直播如何影响媒体内容消费?游戏直播对游戏玩家的影响
本研究从电子口碑(eWOM)和观察学习的角度研究了游戏直播对游戏玩法的影响。为了探讨游戏直播的影响,我们从两个不同的网络游戏相关平台收集了数据:Steam 平台的每日游戏玩家人数和 Twitch 平台的每日游戏直播观众人数,共计 10,690 款游戏。对收集到的数据进行了固定效应面板回归和集合 OLS 分析。结果显示,游戏直播对游戏玩家数量有正向影响。此外,直播对剧情类游戏玩家数量的影响弱于对非剧情类游戏玩家数量的影响。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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