Audience Video Game Engagement in a Live Streaming Context: Examining the Role of Perceived Influence of Game Streamers from the Self-determination Perspective

Author:

Chen XiaoyuORCID,He Yan,Zheng HanORCID,Lu Jiahui

Publisher

Springer Nature Switzerland

Reference23 articles.

1. Johnson, M.R., Woodcock, J.: The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society 41(5), 670–688 (2019). https://doi.org/10.1177/0163443718818363

2. Statistics: Average number of concurrent viewers on Twitch from 2nd quarter 2018 to 3rd 2021. https://www.statista.com/statistics/761122/average-number-viewers-on-youtube-gaming-live-and-twitch/. Accessed 25 May 2022

3. Needleman, S.E.: Top ‘live-streamers’ get $50,000 an hour to play new videogames online. The Wall Street Journal (2019). https://www.wsj.com/articles/top-live-streamers-get-50-000-an-hour-to-play-new-videogames-online-11558184421

4. Lim, J.S., Choe, M.J., Zhang, J., Noh, G.Y.: The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: a social cognitive theory perspective. Comput. Hum. Behav. 108, 106327 (2020). https://doi.org/10.1016/j.chb.2020.106327

5. Alvarez, K.P.B., Chen, V.H.H.: Community and capital: experiences of women game streamers in Southeast Asia. ACM Trans. Social Comput. 4(3), 1–22 (2021). https://doi.org/10.1145/3481888

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