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How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications

While previous research into live streaming was predominantly focused on video games, its content creation and provision has tremendously evolved, extending well-beyond game streams. Contents of general interest, such as e-commerce shopping, talent shows, and cute pets, started to prevail in today’s...

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Autor principal: Mao, Eric
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9596137/
https://www.ncbi.nlm.nih.gov/pubmed/36304865
http://dx.doi.org/10.3389/fpsyg.2022.951055
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author Mao, Eric
author_facet Mao, Eric
author_sort Mao, Eric
collection PubMed
description While previous research into live streaming was predominantly focused on video games, its content creation and provision has tremendously evolved, extending well-beyond game streams. Contents of general interest, such as e-commerce shopping, talent shows, and cute pets, started to prevail in today’s landscape of live streaming. However, limited attention has been given to how distinct types of streaming contents influence viewers’ psychological and behavioral responses. To fill this void, we employed an online survey (n = 583) to empirically examine the associations between popular live stream content types on Douyin (i.e., the TikTok app for China) and their viewers’ psychological and social gratifications and typical support behaviors. The results revealed that gratifications varied drastically across different content types. Game streaming, in particular, generated significant indirect impacts on all the support behaviors under consideration. On the other hand, whereas tension release served as a consistent mediator, the cognitive needs had no significant mediation effects. In sum, our study makes theoretical contributions to the literature by analyzing the thriving live stream phenomenon from a uses and gratifications perspective. We help augment the understanding of new media users’ preferences and choices in an attention economy, wherein human attention is conceptualized as a scarce resource. In practice, a better knowledge of viewer needs can facilitate streamers to customize their content creation and provision so as to accentuate elements of interest and elicit desired support behaviors (i.e., monetization opportunities).
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spelling pubmed-95961372022-10-26 How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications Mao, Eric Front Psychol Psychology While previous research into live streaming was predominantly focused on video games, its content creation and provision has tremendously evolved, extending well-beyond game streams. Contents of general interest, such as e-commerce shopping, talent shows, and cute pets, started to prevail in today’s landscape of live streaming. However, limited attention has been given to how distinct types of streaming contents influence viewers’ psychological and behavioral responses. To fill this void, we employed an online survey (n = 583) to empirically examine the associations between popular live stream content types on Douyin (i.e., the TikTok app for China) and their viewers’ psychological and social gratifications and typical support behaviors. The results revealed that gratifications varied drastically across different content types. Game streaming, in particular, generated significant indirect impacts on all the support behaviors under consideration. On the other hand, whereas tension release served as a consistent mediator, the cognitive needs had no significant mediation effects. In sum, our study makes theoretical contributions to the literature by analyzing the thriving live stream phenomenon from a uses and gratifications perspective. We help augment the understanding of new media users’ preferences and choices in an attention economy, wherein human attention is conceptualized as a scarce resource. In practice, a better knowledge of viewer needs can facilitate streamers to customize their content creation and provision so as to accentuate elements of interest and elicit desired support behaviors (i.e., monetization opportunities). Frontiers Media S.A. 2022-10-11 /pmc/articles/PMC9596137/ /pubmed/36304865 http://dx.doi.org/10.3389/fpsyg.2022.951055 Text en Copyright © 2022 Mao. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Mao, Eric
How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications
title How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications
title_full How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications
title_fullStr How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications
title_full_unstemmed How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications
title_short How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications
title_sort how live stream content types impact viewers’ support behaviors? mediational analysis on psychological and social gratifications
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9596137/
https://www.ncbi.nlm.nih.gov/pubmed/36304865
http://dx.doi.org/10.3389/fpsyg.2022.951055
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