为什么中国人会在这个平台上消费电子游戏直播?一项探索性研究,将基于能力的满足、用户识别和用户参与联系起来

IF 7.6 2区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE
Jing (Kristen) Zhang , Riwei Liu
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引用次数: 0

摘要

游戏直播已经成为一种全球范围内蓬勃发展的现象,但研究主要集中在从社会心理学角度理解用户消费行为,而忽视了技术支持的作用。本研究通过提出一个理论框架来解决这一差距,该框架整合了基于能力的满足、用户识别和用户参与。基于使用与满足理论、社交媒体参与理论和社会认同理论,我们对中国大陆的565名参与者进行了调查。研究结果表明,基于互动性的满足对初级和进一步的参与水平都有显著影响,而基于模式的满足主要影响初级的参与行为。此外,用户认同在基于可视性的满足和用户粘性之间的关系中起着中介作用。这些结果为学者和从业者在研究游戏直播平台的用户参与度时考虑技术因素和流媒体角色提供了有价值的经验证据。该研究建议加强互动功能,并强调直播者的作用,以促进用户参与。通过理解技术支持的重要性,本研究有助于更全面地理解游戏直播行业的参与度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Why do Chinese people consume video game live streaming on the platform? An exploratory study connecting affordance-based gratifications, user identification, and user engagement

Game live streaming has become a flourishing phenomenon worldwide, yet research has primarily focused on understanding user consumption behavior from a socio-psychological perspective, neglecting the role of technological affordances. This study addresses this gap by proposing a theoretical framework that integrates affordance-based gratifications, user identification, and user engagement. Drawing upon the uses and gratifications theory, social media engagement theory, and social identity theory, we conducted a survey with 565 participants in mainland China. The findings reveal that interactivity-based gratifications significantly influence both preliminary and further levels of engagement, while modality-based gratifications primarily impact preliminary engaging behaviors. Furthermore, user identification acts as a mediating factor in the relationship between affordance-based gratifications and engagement. These results offer valuable empirical evidence for scholars and practitioners to consider technological factors and streamers’ roles while examining user engagement on game live streaming platforms. The study suggests enhancing interactivity functions and emphasizing the role of live streamers to foster user engagement. By understanding the importance of technological affordances, this research contributes to a more comprehensive understanding of engagement in the game live streaming industry.

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来源期刊
Telematics and Informatics
Telematics and Informatics INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
17.00
自引率
4.70%
发文量
104
审稿时长
24 days
期刊介绍: Telematics and Informatics is an interdisciplinary journal that publishes cutting-edge theoretical and methodological research exploring the social, economic, geographic, political, and cultural impacts of digital technologies. It covers various application areas, such as smart cities, sensors, information fusion, digital society, IoT, cyber-physical technologies, privacy, knowledge management, distributed work, emergency response, mobile communications, health informatics, social media's psychosocial effects, ICT for sustainable development, blockchain, e-commerce, and e-government.
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