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Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities

In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms...

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Detalles Bibliográficos
Autores principales: Cabeza-Ramírez, Luis Javier, Muñoz-Fernández, Guzmán Antonio, Santos-Roldán, Luna
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7916337/
https://www.ncbi.nlm.nih.gov/pubmed/33578675
http://dx.doi.org/10.3390/healthcare9020192
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author Cabeza-Ramírez, Luis Javier
Muñoz-Fernández, Guzmán Antonio
Santos-Roldán, Luna
author_facet Cabeza-Ramírez, Luis Javier
Muñoz-Fernández, Guzmán Antonio
Santos-Roldán, Luna
author_sort Cabeza-Ramírez, Luis Javier
collection PubMed
description In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use.
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spelling pubmed-79163372021-03-01 Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities Cabeza-Ramírez, Luis Javier Muñoz-Fernández, Guzmán Antonio Santos-Roldán, Luna Healthcare (Basel) Article In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use. MDPI 2021-02-10 /pmc/articles/PMC7916337/ /pubmed/33578675 http://dx.doi.org/10.3390/healthcare9020192 Text en © 2021 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
Muñoz-Fernández, Guzmán Antonio
Santos-Roldán, Luna
Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
title Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
title_full Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
title_fullStr Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
title_full_unstemmed Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
title_short Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
title_sort video game streaming in young people and teenagers: uptake, user groups, dangers, and opportunities
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7916337/
https://www.ncbi.nlm.nih.gov/pubmed/33578675
http://dx.doi.org/10.3390/healthcare9020192
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