2020
DOI: 10.1089/cyber.2019.0547
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Why Are People Loyal to Live Stream Channels? The Perspectives of Uses and Gratifications and Media Richness Theories

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Cited by 73 publications
(44 citation statements)
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“…Focusing attention on the motivation variables used in the different clusters, the uses and gratifications theory has often been used to gain a better understanding of the emerging phenomenon of video game live streaming [17,37,[43][44][45]48,49,[78][79][80]. The profiles of the four groups presented align with the findings reported by Sjoblom and Hamari [43], in that the most intensive users are those who attach greater importance to the search for information [45]; this type of motivation, along with a lack of self-control and self-esteem, is found to be a notable predictor of problematic use of live streaming services [64].…”
Section: Discussionmentioning
confidence: 99%
“…Focusing attention on the motivation variables used in the different clusters, the uses and gratifications theory has often been used to gain a better understanding of the emerging phenomenon of video game live streaming [17,37,[43][44][45]48,49,[78][79][80]. The profiles of the four groups presented align with the findings reported by Sjoblom and Hamari [43], in that the most intensive users are those who attach greater importance to the search for information [45]; this type of motivation, along with a lack of self-control and self-esteem, is found to be a notable predictor of problematic use of live streaming services [64].…”
Section: Discussionmentioning
confidence: 99%
“…In this regard, previous studies of social networks have found that entertainment is the strongest predictor of the use of Facebook, Instagram, Twitter and Snapchat [ 45 ]. In the same vein, in their analysis of live streaming channels, Hsu, et al [ 46 ] found that the gratifications obtained in terms of entertainment and sociability boost users’ loyalty to the different channels.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Numerous previous studies have shown how social motivations impact media use or the consumption of video games [ 46 , 51 , 52 ]. As Li, Wang and Liu [ 18 ] indicate, the audience on these platforms has important social demands, including connections between streamer and viewer, or among audience members.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The group of documents or subdomain focused primarily on the streamer employed well-established theories such as self-determination theory [53,54], affordance theory [10], normative theory of broadcast media [55], or grounded theory methodological analyses [6,[56][57][58]. The second subdomain, focused on the receiver or the audience, was clearly underpinned by widely-tested theories: uses and gratifications theory [7,11,17,18,[59][60][61][62][63][64], social identity theory [65], Lasswell formula [18], self-determination theory [18,62,66], theory of flow [18], compensation theory [67], social facilitation theory [62], social support theory [68], human information theory model [69], social identity theory [69], media richness theory [63], social cogni-tive theory of mass communication [70], and interaction ritual chains theory [33]. The third group, focused on the channel, relied less on well-established frameworks, mostly drawing on previous studies.…”
Section: The Domain Of Research On Video Game Live Streamingmentioning
confidence: 99%