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      A Systematic Review of Literature on User Behavior in Video Game Live Streaming

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          Abstract

          Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of video game live streaming and various psychological variables. In order to fully understand the factors that affected user participation (streamers and audiences) in video game live streaming and provide a reference to the mental health issues of Internet addiction, this paper summarizes the relevant literature on user behavior in video game live streaming. First, we comprehensively searched literature in six social science databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above literature was presented in table form for classification and we found that the effect factors of user behavior in video game live streaming mainly include user demands and platform impact. Based on Use and Satisfaction theory, this paper reviewed the following four aspects: streamer demand, audience demand, interaction behavior and platform impact, then a relevant theoretical framework was constructed. Finally, this paper looks forward to possible future research topics based on the research platform, research data and research content and so on, hoping to provide a foundation and new ideas for future research.

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              Social motivations of live-streaming viewer engagement on Twitch

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                Author and article information

                Journal
                Int J Environ Res Public Health
                Int J Environ Res Public Health
                ijerph
                International Journal of Environmental Research and Public Health
                MDPI
                1661-7827
                1660-4601
                11 May 2020
                May 2020
                : 17
                : 9
                : 3328
                Affiliations
                [1 ]School of Economics and Management, Chongqing University of Posts and Telecommunications, Chongqing 400065, China; liyi@ 123456cqupt.edu.cn
                [2 ]Information and Library Center, Chongqing Medical and Pharmaceutical College, Chongqing 401331, China; joanna_lj01@ 123456163.com
                Author notes
                Article
                ijerph-17-03328
                10.3390/ijerph17093328
                7246545
                32403265
                3aaa3a33-1c4c-40b2-9e74-9dbaa8aa88da
                © 2020 by the authors.

                Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license ( http://creativecommons.org/licenses/by/4.0/).

                History
                : 16 April 2020
                : 09 May 2020
                Categories
                Review

                Public health
                video game live streaming,streamer demand,audience demand,interactive behavior,platform

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