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Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player

A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this...

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Detalles Bibliográficos
Autores principales: Cabeza-Ramírez, Luis Javier, Sánchez-Cañizares, Sandra M., Fuentes-García, Fernando J.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7579209/
https://www.ncbi.nlm.nih.gov/pubmed/32992885
http://dx.doi.org/10.3390/ijerph17197019
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author Cabeza-Ramírez, Luis Javier
Sánchez-Cañizares, Sandra M.
Fuentes-García, Fernando J.
author_facet Cabeza-Ramírez, Luis Javier
Sánchez-Cañizares, Sandra M.
Fuentes-García, Fernando J.
author_sort Cabeza-Ramírez, Luis Javier
collection PubMed
description A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player.
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spelling pubmed-75792092020-10-29 Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player Cabeza-Ramírez, Luis Javier Sánchez-Cañizares, Sandra M. Fuentes-García, Fernando J. Int J Environ Res Public Health Article A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player. MDPI 2020-09-25 2020-10 /pmc/articles/PMC7579209/ /pubmed/32992885 http://dx.doi.org/10.3390/ijerph17197019 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Cabeza-Ramírez, Luis Javier
Sánchez-Cañizares, Sandra M.
Fuentes-García, Fernando J.
Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
title Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
title_full Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
title_fullStr Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
title_full_unstemmed Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
title_short Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
title_sort motivations for the use of video game streaming platforms: the moderating effect of sex, age and self-perception of level as a player
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7579209/
https://www.ncbi.nlm.nih.gov/pubmed/32992885
http://dx.doi.org/10.3390/ijerph17197019
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