A Study of Viewers’ Continuous Use of Game Live-Streaming Platform: An Example of Twitch TV

碩士 === 大葉大學 === 資訊管理學系碩士班 === 106 === Differing from the traditional media, game live-streaming services provide live gaming and timeless interactions between hosts and audiences that has become an alternative way for gamers to access online games. Due to the rapid growth of users watching the game...

Full description

Bibliographic Details
Main Authors: CHEN, YU-CHI, 陳鈺錡
Other Authors: WU, WEI-SHEN
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/xs58kn
Description
Summary:碩士 === 大葉大學 === 資訊管理學系碩士班 === 106 === Differing from the traditional media, game live-streaming services provide live gaming and timeless interactions between hosts and audiences that has become an alternative way for gamers to access online games. Due to the rapid growth of users watching the game live-streaming in recent years, game live-streaming platforms has emerged as a highly competitive market. Understanding the driving forces of gamers’ continuous use of such platforms would be imperative to game live-streaming management. Currently, Twitch TV is one of the popular game live-streaming platforms. Thus, this study aims to explore the critical factors influencing gamers' continuous use of game live-streaming platforms. Based on the Information System Success Model, the "idolatry" variable derived from the literature review was added into the research framework. The questionnaire consisting of measurements derived from the past researches was administrated to Twitch TV’s Taiwan users. There were 370 valid samples were collected from web-based and paper-based surveys. A structural equation modeling (SEM) was adopted to analyze the data. Results showed that the validity and reliability of measurements were acceptable and model fitness was at a good level. Path attributes indicated that live-streaming platform quality and idolatry had a positive impact on user satisfaction respectively, and user satisfaction had a positive impact on continuous intentions to use. Finally, based on the findings, several practical recommendations are provided to the game live-streaming platform management as references.