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Why viewers send paid gifts: The role of social influence on massively multiplayer online games live streaming
Institution:1. School of Economics and Management, Nanjing University of Science and Technology, China;2. School of Management, Harbin Institute of Technology, Department of Information System, City University of Hong Kong, PR China;3. Department of Information System, City University of Hong Kong, PR China
Abstract:Virtual paid gifts from viewers are the main revenue source for the live streaming gaming industry, with massively multiplayer online games (MMOG) currently representing the most profitable game type. However, there is little understanding regarding what drives gifting behavior in the MMOG live streaming social environment. This study develops a research model for analyzing the antecedents of virtual gifts in the MMOG live streaming context, with monetary value used for quantification. This model builds on the theory of social influence and social impact literature, and it has been validated through an empirical study including 988,829 observations of real-time viewer data that were collected from the Douyu live streaming platform. Our study examines micro-, meso-, and macro-level social influences (i.e., self-presentation, parasocial relationship, and MMOG live streaming loyalty) on viewer gifting behavior and how the presence of others (i.e., social crowdedness of viewers on the live streaming channel) represents a contextual cue that moderates the effects of social influence on gifting behavior. The results reveal that self-presentation, parasocial relationships, and MMOG live streaming loyalty positively affect the monetary value of viewers’ paid gifts. Although the presence of others can strengthen the impact of parasocial relationships and MMOG live streaming loyalty on viewer gifting behavior, it negatively moderates the relationship between self-presentation and gifting behavior. This study theorizes the features of MMOG live streaming and extends the applicability of social influence theory and social impact theory to this context. Finally, we provide insights into how game practitioners facilitate viewer gifting behavior.
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