作者: Max Sjjblom , Juho Hamari
DOI: 10.2139/SSRN.2779543
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摘要: This study investigates why people consume live peer-produced online videogame content, an emerging form of new media phenomenon. To this video streaming phenomenon we employ a questionnaire (N=1097). Utilising the uses and gratifications theory examine five distinct types motivations: cognitive, affective, personal integrative, social integrative tension release. We find that release, affective motivations are positively associated with how many hours watch streams. also primary predictor subscription behaviour. lays groundwork for understanding to related games streams.