A scoping literature review on influencing factors in live-streaming spectatorship experience

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-08-22 DOI:10.1016/j.entcom.2024.100872
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Abstract

Live-streaming is a popular phenomenon. It attracts both content creators and spectators, visible in new live-streaming platforms appearing and existing social platforms adding live-streaming features. The relevant body of games and human–computer interaction oriented literature has grown considerably. However, the research is highly diverse and multidisciplinary, and reviews on live-streaming research are missing. In this article, we explore the current research on influencing factors in live-streaming, to identify the state of the field and inform future research. A scoping review was conducted to map the currently researched topics and factors, to find emerging or understudied topics, and to analyze the state of multidisciplinary and multicultural cooperation. Two iterations of a literature search and a citation-based literature mapping were used to collect 348 peer-reviewed entries. Identified and classified themes were analyzed along with visualizations of the local citation network, concept co-occurrence, and an inter-country citation graph. As a result, the main actors, genres, and issues in live-streaming, the frequency with which they are researched, and their trends over time were identified and described. Games and esports dominate research; topics recently gaining interest are e-commerce, mental health, collaboration and teaching using streams, and promoting tourism using streams. The body of literature is well connected; scientific disciplines and research groups seem to be aware of each other. For future research, we recommend exploring non-gaming genres and hybrid events and pursuing interdisciplinary collaboration.

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关于直播观众体验影响因素的范围性文献综述
直播是一种流行现象。它吸引了内容创作者和观众,新的直播平台不断出现,现有的社交平台也增加了直播功能。以游戏和人机交互为导向的相关文献大量增加。然而,这些研究具有高度的多样性和多学科性,而关于直播研究的综述却十分缺乏。在本文中,我们探讨了当前有关直播影响因素的研究,以确定该领域的现状并为未来研究提供参考。我们进行了一次范围界定审查,以绘制当前研究的主题和因素图,发现新兴或研究不足的主题,并分析多学科和多文化合作的现状。通过文献检索和基于引文的文献图谱的两次迭代,共收集到 348 篇同行评议条目。在对已确定和分类的主题进行分析的同时,还对本地引文网络、概念共现和国家间引文图谱进行了可视化。结果,确定并描述了直播的主要参与者、流派和问题、研究频率及其随时间变化的趋势。游戏和电子竞技在研究中占主导地位;电子商务、心理健康、利用流媒体进行协作和教学以及利用流媒体促进旅游业等话题最近也越来越受到关注。这些文献之间联系紧密;科学学科和研究小组之间似乎相互了解。对于未来的研究,我们建议探索非游戏类型和混合活动,并寻求跨学科合作。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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