Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses
Video games have become an everyday part of the lives of thousands of users. While playing video games is relatively common, enjoying video games through live streaming platforms is becoming increasingly popular, with users experiencing the game in a much more social and interactive way. However, re...
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Veröffentlicht in: | Computers in human behavior 2022-03, Vol.128, p.107130, Article 107130 |
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Sprache: | eng |
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Zusammenfassung: | Video games have become an everyday part of the lives of thousands of users. While playing video games is relatively common, enjoying video games through live streaming platforms is becoming increasingly popular, with users experiencing the game in a much more social and interactive way. However, recent academic research on the subject has focused on studying the two activities independently. To bridge this gap, the present study proposes a theoretical model that explores the connections between gaming and viewing. More specifically, this paper aims to examine whether the motivations for playing video games and expectations of positive outcomes—e.g., making new friends, professionalizing the hobby, or increasing competences and skills—lead to increased time spent playing and viewing, which may ultimately lead to potentially problematic uses. To validate the conceptual model, data were collected from 954 players and viewers and a partial least squares structural equation model was applied. The results suggest that positive expectations about the use of video games are directly related to time spent playing, but negatively related to time spent watching. Moreover, potential problematic uses are determined more by an increase in time spent playing than in time spent watching, with watching being treated as a complementary activity to gaming.
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•There is a direct influence of gaming time on viewing time and potential problematic use.•Perception of positive use of video games has a positive influence on potential problematic use and time spent gaming.•Results show a direct effect of the potential problematic use on aggressive behaviour on the platform.•Perception of positive use of video games leads to a reduction in video streaming platforms viewing time.•The potential problematic use has a stronger influence on aggressive behaviour in players under the age of 25. |
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ISSN: | 0747-5632 1873-7692 |
DOI: | 10.1016/j.chb.2021.107130 |