A Sense of Community Approach to Online Game Live Streaming Usage Behavior

碩士 === 國立臺灣藝術大學 === 廣播電視學系碩士班應用媒體藝術組 === 104 === This study aims to talk about the usage behavior of online game live streaming in a sense of community way. We focus on the online service Twitch. This study uses internet questionnaires, which analyzes 468 samples. The results reveal that: (1) Mo...

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Bibliographic Details
Main Authors: Wu, I-Hsuan, 吳易軒
Other Authors: Chiu, Chi-Ming
Format: Others
Language:zh-TW
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/43664210164165912070
Description
Summary:碩士 === 國立臺灣藝術大學 === 廣播電視學系碩士班應用媒體藝術組 === 104 === This study aims to talk about the usage behavior of online game live streaming in a sense of community way. We focus on the online service Twitch. This study uses internet questionnaires, which analyzes 468 samples. The results reveal that: (1) Most of the users’ gender is male and would be students. (2) More than half of the users use Twitch more than five days per week, and there are even 37.4% use Twitch everyday. The groups of male and ages 19-22 use Twitch most frequently. (3) We find that integration and fulfillment of needs and shared emotional connections effect the users significantly. (4) We find that there is a positive correlation between usage frequency and membership, and there is a negative correlation between the size of stream and influence and integration and fulfillment of needs. Influence and integration and fulfillment of needs also effect the number of subscription positively.