Games and Culture · 2019 · 132 citations · 27 references
Social SciencesCommunicationSocial PsychologyAudience StudiesMass CommunicationMedia StudiesAudience ConsumptionEntertainment MediaGaming CultureMedia ConsumptionNew MediaUses And GratificationsGaming ConsumptionLive Streaming AudiencesLive Streaming PlatformsMedia Consumption MeasurementMedia Use Motives
Live streaming has made eSports more accessible, from professional tournaments to bedroom-hosted streams. This article reports two survey studies that examine eSports as a holistic media ecosystem encompassing playing, streaming, viewing, and spending. Study 1 analyzes cross‑platform patterns between playing, in‑game spending, and live‑streaming engagement in Fortnite, while Study 2 investigates the relationship between viewing and spending on live‑streaming platforms. Results show that playing, viewing, and in‑game spending are strongly linked, yet behavioral metrics alone do not explain live‑streaming support, which is driven instead by emotional attachment to streamers and appreciation of their talents.
Live streaming has enabled eSports to become more accessible, ranging from professionally organized tournaments to individuals hosting from their bedroom. While different aspects of eSports have been investigated in separate contexts, in this article, we report findings of two survey studies to explore eSports as a holistic media ecosystem that includes playing, streaming, viewing, and spending. Study 1 looks at cross-platform patterns between playing and spending within the game as well as between viewing, streaming, and spending on live streaming platforms in the context of Fortnite. Study 2 examines the relationships between viewing and spending patterns on live streaming platforms. Results indicate that playing, viewing, and in-game spending are strongly related. Yet none of these behavioral metrics explain why people spend money on live streaming platforms to support streamers. Rather, psychological factors such as emotional attachment to the streamer and appreciation of the streamers’ talents are what drive streamer support.
27
Advances in Personal Relationships
Jeffrey A. Hall · 2020 · 2K citations
Synthetic worlds: the business and culture of online games
Choice Reviews Online · 2006 · 1.2K citations
Social Sciences, Economics, Finance +17
The measurement of interpersonal attraction
James C. McCroskey, Thomas A. McCain · Speech Monographs · 1974 · 887 citations