Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms...
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doaj-8fe27b6c07944d928ef09c611fade1082021-02-11T00:00:59ZengMDPI AGHealthcare2227-90322021-02-01919219210.3390/healthcare9020192Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and OpportunitiesLuis Javier Cabeza-Ramírez0Guzmán Antonio Muñoz-Fernández1Luna Santos-Roldán2Department of Statistics, Econometrics, Operations Research, Business Organization and Applied Economics, Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, SpainDepartment of Statistics, Econometrics, Operations Research, Business Organization and Applied Economics, Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, SpainDepartment of Statistics, Econometrics, Operations Research, Business Organization and Applied Economics, Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, SpainIn recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use.https://www.mdpi.com/2227-9032/9/2/192digital motivationcyber behaviourlive streamingcluster analysisvideo gamese-health |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Luis Javier Cabeza-Ramírez Guzmán Antonio Muñoz-Fernández Luna Santos-Roldán |
spellingShingle |
Luis Javier Cabeza-Ramírez Guzmán Antonio Muñoz-Fernández Luna Santos-Roldán Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities Healthcare digital motivation cyber behaviour live streaming cluster analysis video games e-health |
author_facet |
Luis Javier Cabeza-Ramírez Guzmán Antonio Muñoz-Fernández Luna Santos-Roldán |
author_sort |
Luis Javier Cabeza-Ramírez |
title |
Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities |
title_short |
Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities |
title_full |
Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities |
title_fullStr |
Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities |
title_full_unstemmed |
Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities |
title_sort |
video game streaming in young people and teenagers: uptake, user groups, dangers, and opportunities |
publisher |
MDPI AG |
series |
Healthcare |
issn |
2227-9032 |
publishDate |
2021-02-01 |
description |
In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use. |
topic |
digital motivation cyber behaviour live streaming cluster analysis video games e-health |
url |
https://www.mdpi.com/2227-9032/9/2/192 |
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