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Exploring viewer participation in online video game streaming: A mixed-methods approach
International Journal of Information Management ( IF 21.0 ) Pub Date : 2021-01-16 , DOI: 10.1016/j.ijinfomgt.2020.102297
Xiao-Yu Xu , Xin (Robert) Luo , Kuang Wu , Weijie Zhao

Video game streaming (VGS) has attracted hundreds of millions of viewers all over the world to not only watch but also participate in a variety of VGS activities, such as interacting with streamers and other co-viewers, gift-giving, and social sharing of the viewing experience. The success of the VGS paradigm depends on the active participation of the viewers, since it creates economic, hedonic, and social values. This study applied a mixed-methods approach to explore the critical environmental stimuli evoking viewers’ cognitive and emotional state and empirically tested a research model examining viewers’ participation. Using qualitative interviews, three environmental stimuli were identified (i.e., broadcaster appeal, medium appeal, and perceived co-viewer involvement), which were adopted in the quantitative research model. The research findings suggested that environmental stimuli were positively related to both cognitive and emotional organisms, namely cognitive involvement and arousal, which in turn impacted viewers’ participation.



中文翻译:

探索观众参与在线视频游戏流:一种混合方法

视频游戏流媒体(VGS)吸引了全世界亿万观众,不仅观看而且参与了各种VGS活动,例如与流媒体和其他共同观看者的互动,送礼以及社交分享。观看体验。VGS范式的成功取决于观众的积极参与,因为它创造了经济,享乐和社会价值。这项研究采用了一种混合方法的方法,探索了激发观众认知和情绪状态的关键环境刺激,并通过实证检验了考察观众参与的研究模型。通过定性访谈,确定了三个环境刺激因素(即,广播公司的吸引力,中等吸引力和感知的共同观看者的参与),并在定量研究模型中采用了这些刺激。

更新日期:2021-01-18
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