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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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  • Luis Javier Cabeza-Ramírez

    (Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain)

  • Sandra M. Sánchez-Cañizares

    (Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain)

  • Fernando J. Fuentes-García

    (Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain)

Abstract

A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player.

Suggested Citation

  • Luis Javier Cabeza-Ramírez & Sandra M. Sánchez-Cañizares & Fernando J. Fuentes-García, 2020. "Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player," IJERPH, MDPI, vol. 17(19), pages 1-20, September.
  • Handle: RePEc:gam:jijerp:v:17:y:2020:i:19:p:7019-:d:419698
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    References listed on IDEAS

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    1. 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.
    2. 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.
    3. 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.
    4. 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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    Cited by:

    1. 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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