Motivations for game stream spectatorship: A content analysis of Danmaku on Bilibili

IF 3.2 2区 文学 Q1 COMMUNICATION Global Media and China Pub Date : 2023-05-25 DOI:10.1177/20594364231179750
Xin Pan
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Abstract

This article explores the motivations of viewers who watch Danmaku game streams on Bilibili, a Chinese streaming platform, by analysing Danmaku comments (弹幕, danmu). Drawing upon and extending findings from previous research, I establish a framework that synthesizes different types of Danmaku (emotion-expression, information, social, and entertainment) with viewer motivations (knowledge-sharing, entertaining, and communicating). To demonstrate how it works, this study employs content analysis based on virtual observation. After examining 37,331 Danmaku comments across 9 streams in three different categories (Esports, Speedrun, and Let’s Play), it is found that the primary motive for Danmaku game stream viewing is to communicate, and the distribution of motivations varies depending on the stream category. The article addresses a gap in the research of Chinese game streaming, providing empirical insights into the behaviours and motivations of viewers on these platforms. Danmaku is identified as a prominent feature of Chinese game streaming that offers a distinctive perspective for studying viewer motivations within the context of Chinese online video culture.
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游戏直播观看动机:Bilibili弹马库内容分析
本文通过分析弹马库评论,探讨了中国流媒体平台哔哩哔哩上观看弹马库游戏流媒体的观众的动机。借鉴和扩展之前的研究成果,我建立了一个框架,将不同类型的弹幕(情感表达、信息、社交和娱乐)与观众动机(知识共享、娱乐和交流)结合起来。为了演示其工作原理,本研究采用基于虚拟观察的内容分析。在分析了3个不同类别(Esports, Speedrun和Let’s Play) 9个流媒体中的37,331条弹马库评论后,我们发现观看弹马库游戏流媒体的主要动机是交流,动机的分布因流媒体类别而异。这篇文章填补了中国游戏流媒体研究的空白,提供了这些平台上观众行为和动机的实证见解。弹幕被认为是中国游戏流媒体的一个突出特征,它为研究中国在线视频文化背景下的观众动机提供了一个独特的视角。
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来源期刊
Global Media and China
Global Media and China COMMUNICATION-
CiteScore
3.90
自引率
14.30%
发文量
29
审稿时长
15 weeks
期刊最新文献
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