{"title":"直播如何影响媒体内容消费?游戏直播对游戏玩家的影响","authors":"Soyeon Lee , Saerom Lee , Hyunmi Baek","doi":"10.1016/j.entcom.2024.100802","DOIUrl":null,"url":null,"abstract":"<div><p>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 story-based game players was weaker than that on the number of non-story-based game players.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100802"},"PeriodicalIF":2.8000,"publicationDate":"2024-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"How does live streaming impact media content consumption? The effect of game live streaming on game players\",\"authors\":\"Soyeon Lee , Saerom Lee , Hyunmi Baek\",\"doi\":\"10.1016/j.entcom.2024.100802\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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 story-based game players was weaker than that on the number of non-story-based game players.</p></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"52 \",\"pages\":\"Article 100802\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-06-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952124001708\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001708","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
How does live streaming impact media content consumption? The effect of game live streaming on game players
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 story-based game players was weaker than that on the number of non-story-based game players.
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.