We propose to use viewer chatting as a session-level measurement to better understand the motivations of high-value gifting. This study uses real live stream chatting and gifting data of over 1000 h and proposes metrics to proxy in-session behaviors for quantitative analysis of mass scale. Previous studies extensively investigated the financial aspects of game live streaming and the social motivations behind this newly-emerged social media, but mostly from the individual level or as case studies. We explore game live streaming from a business aspect and find session-level factors of gifting with a data-driven approach. A streamer is anticipated to entertain viewers, build relationships with them and solicit high-value gifts from viewers for profit. Game live streaming has become increasingly popular and web streamer is widely recognized as a real career. These results contribute to expanding the scientific literature on the evaluation and management of eSports events for other developing cities and countries. Attendees also expressed their willingness to return to the city in the future. Event staff, event atmosphere, hospitality, and good feelings about live attendance must be taken into consideration while designing a satisfactory experience to integrate into eSports into the city’s tourism offerings. ![]() The principal findings in terms of quality performance of the event, perception of the event, destination image, and satisfaction revealed four vital indicators associated. The instrument used to collect data was a questionnaire available online for six months for further analysis. A survey was applied to 384 participants of eSports events (potential tourists), using video game rooms and player community networks throughout Latin America. Within the methodological framework of an exploratory-descriptive scope, it was proposed to analyze the conditions of eSports events and the tourist perception of them in the selected city. For this reason, this study aims to recognize the potential of eSports as an alternative for tourism events diversification in the city of Guayaquil, Ecuador. Implications and future directions are discussed.ĮSports events are a groundbreaking phenomenon worldwide. Gamer identity was not related to gender, race, ethnicity, or money spent on video games. Using the new scale, gamer identity was significantly and positively related to behavioral intentions (i.e., intentions to play video games, interact with gamers, watch streaming video games), time spent playing video games, esports team membership, and age. Using t-tests, ANOVAs, and multiple regression, the Gamer Identity Scale was tested against variables common to the gaming literature. Using established methods, the nine item, single factor, “Gamer Identity Scale” was developed and determined to be valid and reliable. These items were included in a larger survey completed by 591 frequent video game players. Professors involved with a university esports program and athletes from a university esports team developed a list of 18 items portraying aspects of a gamer identity (e.g., self-concept, social group membership, role performance). The present research developed a nine-item scale for assessing the extent to which an individual self-identifies as a gamer and tested the scale with variables of interest. Research examining video game players from a psychological and behavioral perspective is prominent however there is still a need to better distinguish casual from serious video game players (i.e., gamers). Live streaming is an online practice expanding in both production and consumption at immense speed, and Twitch and its streamers appear to be at the forefront of that revolution. Through these examinations we explore the sociotechnical entanglements – digital intimacy, celebrity, content creation, and video games – that exemplify this new media form. Drawing on original interview data with professional and aspiring-professional game broadcasters (‘streamers’), we examine the pasts, presents, and anticipated futures of streamers: how professional streamers began streaming, the everyday labour practices of streaming, and their concerns and hopes about the future of their chosen career. We introduce the dominant market leader – the platform – and outline its immensely rapid growth and the communities of millions of broadcasters, and tens of millions of viewers, it now boasts. ![]() ![]() This paper explores the lives and careers of video game live broadcasters, especially those who gain their primary real-world income through this practice.
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