Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
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- Han Soo Kim & Minjung Kim, 2020. "Viewing sports online together? Psychological consequences on social live streaming service usage," Sport Management Review, Taylor & Francis Journals, vol. 23(5), pages 869-882, December.
- Kim, Han Soo & Kim, Minjung, 2020. "Viewing sports online together? Psychological consequences on social live streaming service usage," Sport Management Review, Elsevier, vol. 23(5), pages 869-882.
- Yi Li & Chongli Wang & Jing Liu, 2020. "A Systematic Review of Literature on User Behavior in Video Game Live Streaming," IJERPH, MDPI, vol. 17(9), pages 1-21, May.
- Lucia Monacis & Mark D. Griffiths & Pierpaolo Limone & Maria Sinatra & Rocco Servidio, 2020. "Selfitis Behavior: Assessing the Italian Version of the Selfitis Behavior Scale and Its Mediating Role in the Relationship of Dark Traits with Social Media Addiction," IJERPH, MDPI, vol. 17(16), pages 1-17, August.
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- Luis Javier Cabeza-Ramírez & Fernando J. Fuentes-García & Guzmán A. Muñoz-Fernandez, 2021. "Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends," IJERPH, MDPI, vol. 18(6), pages 1-27, March.
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Keywords
motivation; new media; streaming; Twitch; uses and gratifications; media usage; video streaming service; video game;All these keywords.
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