How does live streaming impact media content consumption? The effect of game live streaming on game players

被引:3
作者
Lee, Soyeon [1 ]
Lee, Saerom [2 ]
Baek, Hyunmi [3 ]
机构
[1] Indiana Univ, Media Sch, 107 S Indiana Ave, Bloomington, IN 47405 USA
[2] Kyungpook Natl Univ, Sch Elect Engn, 80 Daehakro, Daegu 41566, South Korea
[3] Korea Univ, Sch Media & Commun, 145 Anam Ro, Seoul 02841, South Korea
关键词
Live streaming; eWOM; Observational Learning; Gameplay; Spoiler effects; Story -based game; SPOILERS; BEHAVIOR;
D O I
10.1016/j.entcom.2024.100802
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
This study investigates the impact of game live streaming on gameplay from the perspectives of electronic word of mouth (eWOM) and observational learning. To address the impact of game live streaming, we collected data from two different online game-related platforms: the daily number of game players from Steam and the daily number of the game live streaming viewers from Twitch of 10,690 games. Fixed-effects panel regression and pooled OLS analyses were performed on the collected data. The results showed that game live streaming has a positive effect on the number of game players. In addition, the effect of live streaming on the number of storybased game players was weaker than that on the number of non-story-based game players.
引用
收藏
页数:8
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