Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
Abstract
:1. Introduction
2. Literature Review
2.1. The Uses and Gratifications Theory
2.2. Motivation and Use in Video Game Streaming Platforms
2.2.1. Entertainment and Tension Release Motivation
2.2.2. Social Motivation
2.2.3. Informational Motivation
2.2.4. Heterogeneity and the Moderating Effects of Sociodemographic Variables
2.2.5. The Use of Video Game Streaming Platforms
3. Methodology
3.1. Sample
3.2. Measurement Instrument
- (a)
- Sociodemographic characteristics
- (b)
- Game attributes, preferred platforms for playing/viewing, time spent weekly and self-perception of level as a player.
- (c)
- Motivations for playing/viewing content.
- (d)
- Uses of the platform.
3.3. Procedure Validity and Reliability
4. Results
5. Discussion and Conclusions
5.1. Theoretical Implications
5.2. Practical Implications
5.3. Limitations and Future Lines of Research
Author Contributions
Funding
Conflicts of Interest
References
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Variable (Unit) | Categories | Value | Variable (Unit) | Categories | Value |
---|---|---|---|---|---|
Gender % | Male | 69.4% | Weekly hours spent watching streaming % | 0–3 h | 70.0% |
Female | 30.6% | 3–7 h | 14.1% | ||
Age (years) | Mean | 26.88 | More than 7 h | 15.9% | |
Education % | Primary level | 3.6% | Weekly hours spent gaming % | 0–3 h | 40.4% |
Lower Secondary level | 9.2% | 3–7 h | 19.4% | ||
Upper Secondary Level | 55.3% | More than 7 h | 40.2% | ||
University | 21.9% | Self-perception of level as a player % | Novice | 26.2% | |
Master/PhD | 10.0% | Amateur | 9.7% | ||
Employment/Current activity % | Student | 48.1% | Regular | 33.7% | |
Full-time employee | 29.6% | Expert | 23.4% | ||
Part-time employee | 4.4% | Pro | 7.2% | ||
Student and employee | 13.0% | Favourite video game genre % * | Action/Adventure | 45.0% | |
Unemployed | 4.9% | Real-time strategy | 23.2% | ||
Adventure | 20.4% | ||||
Sports | 20.3% | ||||
Online FPS | 19.2% |
Item | Source of Scale | Loading | Mean (SD) |
---|---|---|---|
MOTIVATION 1. Tension release/Entertainment | |||
For entertainment | [16] | 0.918 | 2.45 (1.464) |
Alternative to social networks/TV | [16] | 0.865 | 2.25 (1.387) |
I play/watch to forget my problems | [65] | 0.635 | 2.28 (1.318) |
MOTIVATION 2. Social | |||
To communicate with other viewers | [16] | 0.808 | 1.45 (0.873) |
To make new friends | [19] | 0.679 | 1.32 (0.750) |
To be part of the community | [19] | 0.863 | 1.48 (0.918) |
MOTIVATION 3. Informational | |||
To learn new gaming strategies | [16] | 0.919 | 2.25 (1.351) |
To keep up-to-date with my favourite video games | [16] | 0.910 | 2.22 (1.376) |
To follow tournaments and events | [16] | 0.878 | 2.05 (1.349) |
USE | |||
Hours viewed 1-(0-2); 2-(3-5); 3-(6-10); 4-(11-20); 5- (>20) | [2] | 0.723 | 1.63 (1.188) |
To follow a specific streamer | [19] | 0.882 | 2.16 (1.417) |
To follow a specific game | [19] | 0.821 | 2.26 (1.424) |
To support a streamer | [16] | 0.607 | 1.23 (0.600) |
To contact a streamer | [16] | 0.658 | 1.23 (0.615) |
Cronbach’s Alpha | Composite Reliability | AVE | Fornell–Larcker Criterion | ||||
---|---|---|---|---|---|---|---|
Inform | TenR/Ent | Soc | Uses | ||||
Informational | 0.886 | 0.929 | 0.814 | 0.902 | |||
Tension release/entertainment | 0.744 | 0.853 | 0.665 | 0.763 | 0.815 | ||
Social | 0.727 | 0.829 | 0.619 | 0.539 | 0.512 | 0.787 | |
Main uses | 0.797 | 0.860 | 0.555 | 0.706 | 0.741 | 0.628 | 0.745 |
Hypothesis | Expected Sign | Path | t-Value |
---|---|---|---|
H1: Tens rel. * → USE | + | 0.277 | 8.702 *** |
H2: Social → USE | + | 0.248 | 9.201 *** |
H3: Informational → USE | + | 0.442 | 14.047 *** |
Const. | Conf. Inv. | Compositional Invariance (Correlation = 1) | Equal Mean Assessment | Equal Variance Assessment | Measurement Invariance Established | |||||
---|---|---|---|---|---|---|---|---|---|---|
C = 1 | Confidence Interval | Differences | Confidence Interval | Equal | Differences | Confidence Interval | Eq. | |||
INF * | Yes | 1 | [0.999, 1] | −0.033 | [−0.125, 0.118] | Yes | 0.153 | [−0153, 0.134] | No | Partial |
TEN/REL * | Yes | 0.998 | [0.998, 1] | 0.036 | [−0.136, 0.120] | Yes | 0.162 | [−0.126, 0.125] | No | Partial |
SOC * | Yes | 0.997 | [0.994, 1] | 0.286 | [−0.121, 0.127] | No | 0.482 | [−0.258, 0.279] | No | Partial |
USE * | Yes | 0.999 | [0.999, 1] | −0.064 | [−0.129, 0.128] | Yes | −0.086 | [−0.194, 0.182] | Yes | Total |
Relationships | Path Coefficients | Path Coefficient Difference | Henseler’s MGA | Welch–Satterthwait Test | ||
---|---|---|---|---|---|---|
Basic Player β1 | Advanced Player β2 | β1-β2 | p-Value | Student-t | p-Value | |
INF * → USE | 0.476 ** | 0.339 ** | 0.137 | 0.030 * | 2.160 | 0.031 * |
TEN/REL * → USE | 0.230 ** | 0.338 ** | −0.108 | 0.081 | 1.753 | 0.080 |
SOC * → USE | 0.238 ** | 0.294 ** | −0.056 | 0.350 | 0.933 | 0.351 |
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Cabeza-Ramírez, L.J.; Sánchez-Cañizares, S.M.; Fuentes-García, F.J. Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player. Int. J. Environ. Res. Public Health 2020, 17, 7019. https://doi.org/10.3390/ijerph17197019
Cabeza-Ramírez LJ, Sánchez-Cañizares SM, Fuentes-García FJ. Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player. International Journal of Environmental Research and Public Health. 2020; 17(19):7019. https://doi.org/10.3390/ijerph17197019
Chicago/Turabian StyleCabeza-Ramírez, Luis Javier, Sandra M. Sánchez-Cañizares, and Fernando J. Fuentes-García. 2020. "Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player" International Journal of Environmental Research and Public Health 17, no. 19: 7019. https://doi.org/10.3390/ijerph17197019