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Live Streaming, Playing, and Money Spending Behaviors in eSports
16 references·2 citing·40 second hop
Live Streaming, Playing, and Money Spending Behaviors in eSports (2019)Live Streaming, Playing, and Money Spendi…Advances in Personal Relationships (2020)Advances in Personal Relation…Volunteer Moderators in Twitch Micro Communities (2019)Volunteer Moderators in Twitc…Social motivations of live-streaming viewer engagement on Twitch (2018)Social motivations of live-st…Impact of viewer engagement on gift-giving in live video streaming (2018)Impact of viewer engagement o…Explaining Viewers' Emotional, Instrumental, and Financial Support Provision for Live Streamers (2018)Explaining Viewers' Emotional…Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Why do people watch others pl…Streaming on twitch (2014)Streaming on twitchVirtual item sales as a revenue model: identifying attributes that drive purchase decisions (2009)Virtual item sales as a reven…As real as real? Macroeconomic behavior in a large-scale virtual world (2009)As real as real? Macroeconomi…Synthetic worlds: the business and culture of online games (2006)Synthetic worlds: the busines…CONSTRUCTION OF A NEW SCALE: THE REYSEN LIKABILITY SCALE (2005)CONSTRUCTION OF A NEW SCALE: …Celebrity Endorsement: A Literature Review (1999)Celebrity Endorsement: A Lite…Social support and adaptation to stress by the elderly. (1986)Social support and adaptation…A revised version of the psychoticism scale (1985)A revised version of the psyc…Developing a Measure of Loneliness (1978)Developing a Measure of Lonel…The measurement of interpersonal attraction (1974)The measurement of interperso…Online younger viewers’ motivation to purchase virtual gifts: multi-group analysis of urban-rural backgrounds (2024)Online younger viewers’ motiv…The viewer value co-creation process on sports live streaming platforms (2023)The viewer value co-creation …Techniques of attitude scale construction. 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Attitude toward virtual good purchases versus game enjoyment (2015)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)See now, act now: How to interact with customers to enhance social commerce engagement? (2020)The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A social cognitive theory perspective (2020)Happiness Begets Money: Emotion and Engagement in Live Streaming (2021)Structural equation modeling in practice: A review and recommended two-step approach. (1988)eSport management: Embracing eSport education and research opportunities (2017)The impact of live video streaming on online purchase intention (2019)The Scientific Research Potential of Virtual Worlds (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)The sociomateriality of organisational life: considering technology in management research (2009)Loneliness as a specific risk factor for depressive symptoms: Cross-sectional and longitudinal analyses. (2006)The clinical significance of loneliness: A literature review (2006)Perceived social isolation makes me sad: 5-year cross-lagged analyses of loneliness and depressive symptomatology in the Chicago Health, Aging, and Social Relations Study. (2010)Traumatic Events and Posttraumatic Stress Disorder in an Urban Population of Young Adults (1991)Refining the relationship between personality and subjective well-being. (2008)Investigating Critical Frequency Bands and Channels for EEG-Based Emotion Recognition with Deep Neural Networks (2015)Celebrity vs. Influencer endorsements in advertising: the role of identification, credibility, and Product-Endorser fit (2019)Instagram and YouTube bloggers promote it, why should I buy? How credibility and parasocial interaction influence purchase intentions (2019)Social media influencer marketing: A systematic review, integrative framework and future research agenda (2021)Initial Trust Formation in New Organizational Relationships (1998)The Investment Model Scale: Measuring commitment level, satisfaction level, quality of alternatives, and investment size (1998)Managing Impressions Online: Self-Presentation Processes in the Online Dating Environment (2006)
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References

  • 1985A revised version of the psychoticism scale3,094 cited
  • 1978Developing a Measure of Loneliness2,078 cited
  • 2020Advances in Personal Relationships1,965 cited
  • 1999Celebrity Endorsement: A Literature Review1,734 cited
  • 2006Synthetic worlds: the business and culture of online games1,192 cited
  • 1974The measurement of interpersonal attraction900 cited
  • 2018Social motivations of live-streaming viewer engagement on Twitch868 cited
  • 2016Why do people watch others play video games? An empirical study on the motivations of Twitch users673 cited
  • 2014Streaming on twitch672 cited
  • 2009Virtual item sales as a revenue model: identifying attributes that drive purchase decisions390 cited
  • 1986Social support and adaptation to stress by the elderly.337 cited
  • 2018Impact of viewer engagement on gift-giving in live video streaming270 cited
  • 2005CONSTRUCTION OF A NEW SCALE: THE REYSEN LIKABILITY SCALE252 cited
  • 2018Explaining Viewers' Emotional, Instrumental, and Financial Support Provision for Live Streamers242 cited
  • 2019Volunteer Moderators in Twitch Micro Communities191 cited

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2009
As real as real? Macroeconomic behavior in a large-scale virtual world
141 cited

Cited by

  • 2023The viewer value co-creation process on sports live streaming platforms12 cited
  • 2024Online younger viewers’ motivation to purchase virtual gifts: multi-group analysis of urban-rural backgrounds9 cited