{"title":"Twitch vs YouTube:探索同步性如何与游戏视频观众的社交互动和积极情绪相关联","authors":"Seung Woo Chae , Mark Alberta , Sung Hyun Lee","doi":"10.1016/j.entcom.2025.101014","DOIUrl":null,"url":null,"abstract":"<div><div>This study explores how synchronicity is associated with users’ social interaction and positive emotion when watching gaming content on video-based social media platforms. YouTube and Twitch were selected as comparable venues wherein asynchronous and synchronous communication can be observed, respectively. To control the effect of video content, we found a gaming video on YouTube, the content of which had originally been streamed on Twitch. From the identical videos on the two platforms, the asynchronous comments on YouTube and the synchronous chat messages on Twitch were collected. We analyzed the two datasets using the text analysis program LIWC. The results showed that users are more likely to use social words in the asynchronous setting than in the synchronous setting. Meanwhile, positive emotion was more frequently observed in Twitch’s synchronous texts compared to YouTube’s asynchronous texts. These findings suggest the possibility that Twitch users are more like eSports spectators than chatters.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101014"},"PeriodicalIF":2.4000,"publicationDate":"2025-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers\",\"authors\":\"Seung Woo Chae , Mark Alberta , Sung Hyun Lee\",\"doi\":\"10.1016/j.entcom.2025.101014\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>This study explores how synchronicity is associated with users’ social interaction and positive emotion when watching gaming content on video-based social media platforms. YouTube and Twitch were selected as comparable venues wherein asynchronous and synchronous communication can be observed, respectively. To control the effect of video content, we found a gaming video on YouTube, the content of which had originally been streamed on Twitch. From the identical videos on the two platforms, the asynchronous comments on YouTube and the synchronous chat messages on Twitch were collected. We analyzed the two datasets using the text analysis program LIWC. The results showed that users are more likely to use social words in the asynchronous setting than in the synchronous setting. Meanwhile, positive emotion was more frequently observed in Twitch’s synchronous texts compared to YouTube’s asynchronous texts. These findings suggest the possibility that Twitch users are more like eSports spectators than chatters.</div></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"55 \",\"pages\":\"Article 101014\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2025-08-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952125000941\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000941","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers
This study explores how synchronicity is associated with users’ social interaction and positive emotion when watching gaming content on video-based social media platforms. YouTube and Twitch were selected as comparable venues wherein asynchronous and synchronous communication can be observed, respectively. To control the effect of video content, we found a gaming video on YouTube, the content of which had originally been streamed on Twitch. From the identical videos on the two platforms, the asynchronous comments on YouTube and the synchronous chat messages on Twitch were collected. We analyzed the two datasets using the text analysis program LIWC. The results showed that users are more likely to use social words in the asynchronous setting than in the synchronous setting. Meanwhile, positive emotion was more frequently observed in Twitch’s synchronous texts compared to YouTube’s asynchronous texts. These findings suggest the possibility that Twitch users are more like eSports spectators than chatters.
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.