ABSTRACT
Ⅰ. Introduction
Ⅱ. Literature Review and Development of Conceptual Framework
2.1. Personal Streaming Platform and the Emergence of “Let’s Play” Culture
2.2. Theory of Telepresence
2.3. Consumer Learning and Game as Experience Goods
2.4. Conceptual Framework
Ⅲ. Research Model and Hypotheses
3.1. Quality of Streaming Platform
3.2. Characteristics of Streamer
3.3. Characteristics of Viewers
3.4. Telepresence and Consumer Learning
Ⅳ. Research Method
4.1. Measurement Items
4.2. Data Collection and Sample Characteristics
Ⅴ. Data Analysis and Results
5.1. Measurement Model Testing
5.2. Structural Equation Model (SEM) Testing
Ⅵ. Discussion
6.1. Research Findings and Implications
6.2. Theoretical Contribution
6.3. Limitations of the Study and Future Directions