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Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of
Luis Javier Cabeza-Ramírez1, Sandra M Sánchez-Cañizares1, Fernando J Fuentes-García1
1Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain.
Abstract:
A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member's age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player.
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