Abstract: Video game live streaming is a kind of real-time video social media that integrates traditional\nbroadcasting and online gaming. With the rapid popularity of video game live streaming in the past\ndecade, researchers have started to investigate the relationship between the use of video game live\nstreaming and various psychological variables. In order to fully understand the factors that affected\nuser participation (streamers and audiences) in video game live streaming and provide a reference to\nthe mental health issues of Internet addiction, this paper summarizes the relevant literature on user\nbehavior in video game live streaming. First, we comprehensively searched literature in six social\nscience databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above\nliterature was presented in table form for classification and we found that the effect factors of user\nbehavior in video game live streaming mainly include user demands and platform impact. Based on\nUse and Satisfaction theory, this paper reviewed the following four aspects: streamer demand,\naudience demand, interaction behavior and platform impact, then a relevant theoretical framework\nwas constructed. Finally, this paper looks forward to possible future research topics based on the\nresearch platform, research data and research content and so on, hoping to provide a foundation and\nnew ideas for future research.
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