A Study on Relationships Between Social Presence and Game Live Streaming Audience Use Type : Using Twitch as an Example

碩士 === 世新大學 === 廣播電視電影學研究所(含碩專班) === 105 ===   In recent years, live streaming has been an upsurge on the internet. Besides some of the original streaming platforms, more and more large-scale network media have also joined this wave of live streaming. While there are many types of live webcast, game...

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Bibliographic Details
Main Authors: ZHANG, YAO-ZHIH, 張耀之
Other Authors: YEH,CHI-KU
Format: Others
Language:zh-TW
Published: 2017
Online Access:http://ndltd.ncl.edu.tw/handle/ue8ymh
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Summary:碩士 === 世新大學 === 廣播電視電影學研究所(含碩專班) === 105 ===   In recent years, live streaming has been an upsurge on the internet. Besides some of the original streaming platforms, more and more large-scale network media have also joined this wave of live streaming. While there are many types of live webcast, game streaming is what developed the earliest, and most completed. Twitch is by far one of the most successful streaming platforms on the internet. In Taiwan, there are many Twitch users, Twitch also values the market in Taiwan very seriously as well. Therefore, this research will use Twitch platform as the case to study.   The main purpose of this research is to explore the relations among "individual differences", "using patterns" and "social presence" of the Twitch users. In addition, the two variable factors, “game console preferences” and “types of game preferences” will be discussed in the research. The study shows that “individual differences” of the Twitch users has a significant influence on “social presence” and “use type”, while “using patterns” is also strongly related to “social presence”.