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

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Seung Woo Chae , Mark Alberta , Sung Hyun Lee
{"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 ,&nbsp;Mark Alberta ,&nbsp;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 ,&nbsp;Mark Alberta ,&nbsp;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}
引用次数: 0

摘要

本研究探讨了同步性与用户在基于视频的社交媒体平台上观看游戏内容时的社交互动和积极情绪之间的关系。选择YouTube和Twitch作为可比较的场所,分别可以观察到异步和同步通信。为了控制视频内容的效果,我们在YouTube上找到了一个游戏视频,其内容最初是在Twitch上播放的。从两个平台上的相同视频中,我们收集了YouTube上的异步评论和Twitch上的同步聊天信息。我们使用文本分析程序LIWC分析了这两个数据集。结果表明,用户在异步情境下比同步情境下更倾向于使用社交词语。同时,与YouTube的异步文本相比,在Twitch的同步文本中更容易观察到积极情绪。这些发现表明,Twitch用户更像是电子竞技的观众,而不是聊天者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信