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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2020
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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. |
format | Online Article Text |
id | pubmed-7579209 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
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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