Earticle

현재 위치 Home

Telepresence in Video Game Streaming: Understanding Viewers’ Perception of Personal Internet Broadcasting

첫 페이지 보기
  • 발행기관
    한국경영정보학회 바로가기
  • 간행물
    Asia Pacific Journal of Information Systems KCI 등재 SCOPUS 바로가기
  • 통권
    제32권 제3호 (2022.09)바로가기
  • 페이지
    pp.684-705
  • 저자
    Kyubin Cho, Choong C. Lee, Haejung Yun
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A418879

※ 기관로그인 시 무료 이용이 가능합니다.

5,800원

원문정보

초록

영어
A new trend has been emerging in recent years, with video game live streaming becoming a meeting ground for gamers, as well as a marketing strategy for game developers. In line with this trend, the emergence of the “Let’s Play” culture has significantly changed the manner in which people enjoyed video games. In order to academically explore this new experience, this study seeks to answer the following research questions: (1) Does engaging in video game streaming offer the same feeling as playing the game? (2) If so, what are the factors that affect the feeling of telepresence from viewers’ perspective? and (3) How does the feeling of telepresence affect viewers’ learning experience of the streamed game? We generated and empirically tested a comprehensive research model based on the telepresence and consumer learning theories. The research findings revealed that the authenticity and pleasantness of the streamer and the interaction of viewers positively affect telepresence, which in turn is positively associated with the gained knowledge and a positive attitude toward the streamed game. Based on the research findings, various practical implications are discussed for game developers as well as platform providers.

목차

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

키워드

Personal Internet Broadcasting Telepresence Game Streaming Consumer Learning

저자

  • Kyubin Cho [ Master, Graduate School of Information, Yonsei University, Korea ]
  • Choong C. Lee [ Professor, Graduate School of Information, Yonsei University, Korea ]
  • Haejung Yun [ Assistant Professor, College of Science & Industry Convergence, Ewha Womans University, Korea ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국경영정보학회 [The Korea Society of Management information Systems]
  • 설립연도
    1989
  • 분야
    사회과학>경영학
  • 소개
    이 학회는 경영정보학의 연구 및 교류를 촉진하고 학문의 발전과 응용에 공헌함을 목적으로 합니다.

간행물

  • 간행물명
    Asia Pacific Journal of Information Systems
  • 간기
    계간
  • pISSN
    2288-5404
  • eISSN
    2288-6818
  • 수록기간
    1990~2026
  • 등재여부
    KCI 등재,SCOPUS
  • 십진분류
    KDC 325 DDC 658

이 권호 내 다른 논문 / Asia Pacific Journal of Information Systems 제32권 제3호

    피인용수 : 0(자료제공 : 네이버학술정보)

    함께 이용한 논문 이 논문을 다운로드한 분들이 이용한 다른 논문입니다.

      페이지 저장