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Game-swinging on Twitch: an affordances perspective
Electronic Markets ( IF 7.1 ) Pub Date : 2022-08-16 , DOI: 10.1007/s12525-022-00574-8
E. Mitchell Church , Ravi Thambusamy

Live-streaming is now a popular form of new media as well as an important driver of E-Commerce. Nowhere is this seen more than in video-game streaming on Twitch. Streaming platforms like Twitch now provide specific affordances specifically designed to promote and facilitate videogame-streaming. Developers too provide their own game-based affordances to encourage the streaming of their games. However, despite the popularity of Twitch with viewers and game developers, this dichotomy of platform- and game-based streaming affordances has received little attention. This study helps to fill this gap in the literature by exploring the factors that drive streamers use of both platform and videogame affordances as they create streaming content. The study uses empirical data on 5,656 Twitch streamers (n = 5,656) to examine how platform affordances are combined with those available in games through a process we call “game-swinging”. Key results of the study show that platform-based affordances lend themselves well to game-swinging behaviours, while videogame-based affordances may be difficult for streamers to utilize without specific emphasis on streaming a single-game. These and other findings yield a deeper understanding of the processes that drive live-streaming content creation across a variety of e-Commerce platforms.



中文翻译:

Twitch 上的游戏摇摆:一种可供性视角

直播现在是一种流行的新媒体形式,也是电子商务的重要推动力。这在 Twitch 上的视频游戏流媒体中最为明显。像 Twitch 这样的流媒体平台现在提供了专门用于促进和促进视频游戏流媒体的特定功能。开发人员也提供了他们自己的基于游戏的功能,以鼓励他们的游戏流式传输。然而,尽管 Twitch 在观众和游戏开发者中很受欢迎,但这种基于平台和基于游戏的流媒体可供性的二分法却很少受到关注。这项研究通过探索推动流媒体在创建流媒体内容时同时使用平台和视频游戏功能的因素,有助于填补文献中的这一空白。该研究使用了 5,656 个 Twitch 主播的经验数据(n = 5,656) 来检查平台可供性如何通过我们称为“游戏摆动”的过程与游戏中可用的可供性相结合。研究的主要结果表明,基于平台的可供性很好地适用于游戏摇摆行为,而基于视频游戏的可供性对于流媒体来说可能难以利用,除非特别强调流式传输单个游戏。这些发现和其他发现加深了对跨各种电子商务平台推动实时流媒体内容创建的过程的理解。

更新日期:2022-08-16
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