2022
DOI: 10.1016/j.jbusres.2022.02.082
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Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports

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Cited by 50 publications
(19 citation statements)
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“…SLSSs have emerged as a new form of participatory social media that enables viewers to interact with each other and the streamers. In the study of live streaming services, both the non-transactional and transactional features of customer engagement have been identified (Busalim, Ghabban, & Hussin, 2021 ;Qian et al, 2022 ; Lin et al, 2021a , 2021b ; Clement et al, 2021 ). Studies have found that, in general, SLSSs have explored the users’ information behaviours, including broadcasting, watching, rewarding, and chatting (Scheibe et al, 2016 ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…SLSSs have emerged as a new form of participatory social media that enables viewers to interact with each other and the streamers. In the study of live streaming services, both the non-transactional and transactional features of customer engagement have been identified (Busalim, Ghabban, & Hussin, 2021 ;Qian et al, 2022 ; Lin et al, 2021a , 2021b ; Clement et al, 2021 ). Studies have found that, in general, SLSSs have explored the users’ information behaviours, including broadcasting, watching, rewarding, and chatting (Scheibe et al, 2016 ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Additionally, the differences by nationality and/or demographics in the sample have not been explored: the cultural aspects that might underlie the dimensionality of value are therefore pending, to be explored with more techniques (interviews) and with more heterogeneous audiences. Again, we encourage replications, assessing the respondents' differences even further in multigroup analyses, as done by Tyreal et al (2022) in e-sports livestreaming services.…”
Section: Limitations and Directions For Future Researchmentioning
confidence: 98%
“…In this sense, we consider the importance of managing hybrid formats where virtual attendants can observe live attendants or interact among them as in livestreaming shopping (Chou et al, 2022;Clement Addo et al, 2021). Emotional contagion is part of the social experience (Tombs & McColl-Kennedy, 2003;Tyreal et al, 2022) and managing VMF is a great challenge, in terms of offering a different "liveness" (Green, 2023).…”
Section: Managerial Implicationsmentioning
confidence: 99%
“…Based on excitement, physical attractiveness, vicarious achievement, and family boding, eSports is unique from traditional sports, and their spectators follow different motives (Pizzo et al, 2018 ). The extant literature has also claimed that socialization, immersion gamification (Qian et al, 2022 ), skill improvement, vicarious sensation (Qian et al, 2020 ), the presence of star players, team loyalty, flow experiences, and self-congruity with event image (Thompson et al, 2022 ) positively affect spectators attendance of live streaming of eSports. On the other side, online spectators rate drama, acquisition of knowledge, appreciation of skill, novelty, aesthetics, and enjoyment of aggression consider more important than live attendees.…”
Section: Research Questions and Organizationsmentioning
confidence: 99%