• Title/Summary/Keyword: live video-game streaming

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The moderating role of motivations in problematic use of online gaming: A study of live streaming viewers of Twitch

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.84-92
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    • 2019
  • While the Internet continues to integrate with modern lives, the risks of negative outcomes resulting from problematic use (PU) are also increasing. Although psychological well-being and use motivations have been shown to play major roles in Internet PU, understanding the moderating mechanism is critical for advanced knowledge. The present study employed survey data from users of a live video-game streaming service (LVGS) that is an area rarely been studied. Result concluded a positive moderating effect of escapism motive (EM) on the association between loneliness and the PU of LVGS, while the moderating mechanism between EM and stress was not indicated. A moderating effect of information seeking (IS) on the relationship between stress and the PU of LVGS was found negative, but no mechanism between IS and loneliness was indicated. This study highlights how the interplay of different motivation and pathologies may induce or prevent video-game-related addiction.

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

  • Kyubin Cho;Choong C. Lee;Haejung Yun
    • Asia pacific journal of information systems
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    • v.32 no.3
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    • pp.684-705
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    • 2022
  • 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.

A Study on the Motivation of Live Video Streaming by Adopter Characteristics (수용자특성에 따른 인터넷 개인방송 이용동기 분석)

  • Kim, Hyuk;Wi, Jong-Hyun
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.83-94
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    • 2018
  • This study is to analyze the difference of satisfaction according to the usage motivation of Live video streaming and characteristics of the adopter(early adopters, late adopters). For this purpose, we conducted a survey of 283 people in the age of 10~30 using AfreecaTV. As a result of the study, users spending daily hours on watching Afreeca TV showed a positive effect on the usage motivation. It shows only one difference in education level between the demographic characteristics, based on the adopter characteristics. Also the differences in the satisfaction factors were found to be habits, communication, entertainment accessibility in the early adopters and accessibility, credibility, habits, accessibility were significant influences on the late adopters.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

A Study of Analyzing Live Streaming OTT Service Data: Focused on Youtube Game Broadcasting (실시간 OTT 서비스 데이터 분석: 유투브 게임방송 사례)

  • Choe, Minji;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.61-74
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    • 2016
  • As e-Sports evolves, a variety of industries grow together. Game broadcastings contribute to spread video game culture through various media platforms. Hence people start to perceive e-sports as a genre of sports and the demand on real-time game broadcasting increases. The global game broadcasting channels based on OTT(Over-The-Top) service also increase rapidly. In this paper we understand the status of streaming service and watching attitude of global game broadcasting. We also provide practical suggestions along with analysis results.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.