<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Why am I watching? Capturing the interplay of social and technological aspects of online live streaming</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bastian Kordyaka</string-name>
          <email>bastian.kordyaka@uni-siegen.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bjoern Kruse</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Katharina Jahn</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bjoern Niehaves</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Hagen, Chair of Information Management</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Siegen, Chair of Information Systems</institution>
          ,
          <addr-line>Siegen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Watching live streams of video games on the internet has become a popular leisure activity, which is accompanied by a remarkable social and economic meaningfulness. Different academic studies already captured the empirical phenomenon, but it remains unclear if the consumption of live streams of video games can be best described as a function of social or technological related variables in a single study. Our approach takes an initial step to answer this question. We conducted a survey collecting data from 210 participants to better understand live streaming. Affective Disposition Theory (ADT) was used to capture social and the Uses and Gratifications Theory (UGT) technology related variables. Using structural equation modelling, both theories showed their disjunctive usefulness to explain the individual use of streams. Additionally, we were able to derive a unified model capturing the interplay of social and technological aspects.</p>
      </abstract>
      <kwd-group>
        <kwd>Live Streaming</kwd>
        <kwd>Video Games</kwd>
        <kwd>Human-Computer Interaction</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Our everyday lives are characterized by a broad and rising dissemination of technology.
As a result, new phenomena emerged through the interplay of social and technology
related aspects. Looking at leisure behavior of individuals nowadays, new forms of
activities can be detected, which include meaningful social and economic implications
illustrating a disruptive and changing society [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. One particular noteworthy class of
technology are online platforms broadcasting live streaming of video games, which
comprise the interplay of viewers, streamers (social aspects), and a broadcasting
platform (technical aspect) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Live streams of video games have been a topic of interest
for researchers’ in different disciplines, already exploring a significant amount of
technological and social issues related to live streaming [
        <xref ref-type="bibr" rid="ref1 ref16">1, 16</xref>
        ]. Looking at contemporary
research, a theoretical blind spot lies in the missing knowledge about the interplay of
the perceptions of the (social affordances) streamer and the more general
(technological) functionalities of the platform. Against this background, we use the Affective
Disposition Theory (related to the streamer as an individual) and the Uses and
Gratifications Theory (related to the effect of the broadcasting platform) to explain the
consumption of streams. As a case, we use a survey focusing on Twitch.tv – the largest streaming
platform worldwide – to compare both approaches. Afterwards, we merge the results
of both theories and propose a unified model explaining the consumption of live
streaming of video games. Our study will help academia to better understand the interplay of
technological and social aspects during the production of a live stream. In addition, we
provide aid to developers in incorporating designs that will increase the experience of
consuming live streaming. The paper is guided by the following research question:
 RQ: What (technological and social) variables best describe the motivation of users
to consume online live streams of video games?
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <sec id="sec-2-1">
        <title>Streaming of video games</title>
        <p>
          During the last decades, the phenomenon of online live streaming of video games
emerged receiving public attention attracting millions of unique viewers daily all over
the world [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. As an example, Twitch.tv ranks under the top 40 visited websites
worldwide. It has more than 7 billion visits, and over 429 billion watched minutes of video
streaming as of June 2019, further illustrating the social and economic significance of
live streaming of video games [
          <xref ref-type="bibr" rid="ref1 ref8">1, 8</xref>
          ]. The streaming phenomenon consists of two
different groups of actors coming together on the streaming platforms. On the one hand,
streamers live broadcast their game play and are producers of content. The group of
viewers watch the broadcasts and are on the consumer side of the platforms. The
creation of the live streams can be understood as a co-production between both groups of
actors; streamers commenting on game play and interaction with the viewers explaining
game style, strategies and giving advice to viewers is frequently provided using audio
and chat functions [
          <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
          ]. Apart from that, viewers have the opportunity to interact with
each other and the streamer using chat functionalities as well. This two-way
communication fosters a unique relationship between the streamers and their spectators.
        </p>
        <p>
          From an academic perspective, two major streams of studies are suitable to
investigate the streaming phenomenon. From a technological perspective, several studies
examined live streaming platforms and services with regard to the (technological) systems
of streaming. Variables like user satisfaction were the subject of interest including
different approaches, such as reducing bandwidth cost [
          <xref ref-type="bibr" rid="ref5 ref6 ref7">5–7</xref>
          ], objective video quality [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ],
and hardware-based video encoding [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. From a psychological perspective, research
addressed motives that drive users (streamers and/or viewers) to engage in streaming.
Research attempted to characterize different groups of users and personas [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ],
identified biometrics during streaming events [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], and explored identity related aspects [
          <xref ref-type="bibr" rid="ref10 ref12">10,
12</xref>
          ]. For our study, we choose a viewer’s perspective to identify the explanatory power
of the perceptions of the specific streamer and the more general broadcasting platform.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Theoretical framework</title>
        <p>
          Affective Disposition Theory (ADT) stems from media psychology and proposes
explanations for why and how an audience deals with various media entertainment
narratives[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Its most basic premise is that users attach an emotion to relevant characters
while consuming narrative media [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. ADT states that the use of a specific form of
media is a function of the affects and dispositions of viewers towards (medial)
characters. The assumptions of ADT have been widely tested in academia, with strong
empirical support based on a variety of media narratives [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Within the ADT, the formation
of affects can be illustrated by moral judgements assessing the moral appropriateness
of a specific behavior, varying levels of liking or disliking, and the identification with
medial characters, which influence the valence and intensity of affects and the use of
specific media [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Research already explored different antecedents of affects like the
general attitude towards the behavior the character performs and demographic
variables. Results show that a more positive attitude increases the identification and the
liking of the character. Furthermore, taking into account assumptions of developmental
psychology and the fast changing self-concept of younger people becoming richer over
time, a negative relation between age and affects can be found [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Additionally,
researchers proposed different antecedents of moral judgements. One noteworthy
variable is dispositional empathy, which showed effects on moral judgement prior [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <p>To the best of our knowledge, no study has utilized the ADT to explain the use of
live streaming. We assume that the ADT is especially suitable to describe our context
of interest, because on live streaming platforms the audience can be understood as the
group of viewers and the character as the respective streamer.</p>
        <p>
          The Uses and Gratifications Theory (UGT) explains why individuals become
involved in technology mediated communication and what kind of gratifications they
receive from it [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. On this occasion, related behavior can be understood as a
gratification. Following these assumptions, the choice of media use is dependent on salient
needs as well as the expectations of the individual towards the respective media [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
Research already used UGT in different contexts like social media [
          <xref ref-type="bibr" rid="ref18 ref19 ref20">18–20</xref>
          ], consumer
research [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], and technology use [
          <xref ref-type="bibr" rid="ref22 ref23">22, 23</xref>
          ]. The majority of UGT studies distinguished
between two levels of predictors to explain media use. On a level of mediating
variables, researchers tested variables like attitude [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] and interactivity [
          <xref ref-type="bibr" rid="ref6 ref8">8, 6</xref>
          ]. Both
variables showed positive relationships to the subsequent levels of media use. On a level of
independent variables, individual motives related to a behavior of interest were the most
frequently exploited constructs looking at the application of the UGT, whereby they are
understood as entities giving purpose and direction to a behavior of interest. Results of
different studies indicated a consistent positive connection between motives and
mediating variables [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Based on the aforementioned information and for the purpose of
our study, we assume that the choice to use Twitch.tv is largely dependent on an
individuals’ own perception of how well a certain stream is able to satisfy their needs,
mediated through the attitude towards streaming. Additionally, we suspect an outstanding
meaningfulness of the perceived interactivity on the platform by design.
3
3.1
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <sec id="sec-3-1">
        <title>Data analysis</title>
        <p>To answer our research question, we used a cross-sectional approach to explain game
related live streams. To derive our quantitative results, we make use of
covariancebased statistics. Since our work covers a wide range of content, we did not specify
concrete hypotheses and framed our investigation as an explorative approach.</p>
        <p>To analyze our data, we proceeded in five subsequent steps. First, we ran a
preliminary analysis to make sure our data explaining continued use was not confounded with
any unwanted effects controlling for demographic and control variables. Second, we
explored relationships between the mediating (identification with the streamer, liking
of the streamer, moral judgement, attitude towards streaming, perceived interactivity)
and independent variables (age, attitude towards streaming, empathy) by using
correlation calculations. Third, we used the information derived in the prior step and structural
equation path modelling to test both theories. Fourth, we compared the results of the
theories to find out which theory includes a richer explanation. Lastly, we proposed a
unified model bringing together the information derived in our prior steps.
We collected data from 224 participants supported by an online questionnaire. Since
we wanted to apply covariate-based statistics, we had to exclude 14 cases because of
missing data reducing the sample to 210 participants. The age of the participants ranged
from 13 to 40 years and had an average of close to 22 years ( = 22.20,  = 4.85).
The vast majority of our sample were males (190) and the highest academic degree they
achieved was either high school (108) or bachelors (62). Most participants came from
Germany (72), the USA (30), Canada (18), and the UK (18).
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Variables and measurement</title>
        <p>Wherever possible we utilized empirically validated scales adjusted to the context of
our study. The majority of scales used a five-point Likert scale (1 = “strongly disagree”,
5 = “strongly agree”) evaluating self-reports of participants. Subsequently, we present
the dependent, mediating, independent, and control variables of our study.</p>
        <p>Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
        <p>Dependent variable. Continued Use (ADT, UGT). We adapted a validated scale
measuring continued use consisting of three items (e.g. “Compared to other digital
media, I intend to use Twitch continuously”; 
= 3.72,</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <sec id="sec-4-1">
        <title>Model tests</title>
        <p>Initially, we ran multiple regressions to check for potential confounds by using the main
dependent variable (continued use) and tested demographic (age, gender, education,
origin) and control variables (digital media consume) as predictors. The regression
equation was significant (F (5,204) = 2.42, p &lt; .05) and explained 3 % of the variance
of continued use. All regression weights were non-significant (p ≥ .06), so we had to
consider none of those variables.</p>
        <p>To check for additional relationships between mediating and independent variables
in the ADT, we carried out correlation calculations. All three variables correlated
significantly (r ≥ 19, p &lt; .01). Additionally, we calculated correlations between the
independent variables (age, attitude towards streaming, empathy). One more time all
correlation coefficients indicated meaningful results (r ≥ 23, p &lt; .01). We used this
information and specified a path model to test the ADT. The path model illustrates a desired
non-significant result (F (7,210) = 8.51, p = .29, SRMR = .03, CFI = .99) and good
additional fit indices. Identification with (β = .27, p &lt; .001) and liking of the streamer
(β = .26, p &lt; .001) showed positive relationships explaining continued use. The path
coefficient of moral judgement did not show a significant relationship explaining
con&lt; .001), liking (β = .41, p &lt; .001), and moral judgement (β = .53, p &lt; .001). However,
age was neither a meaningful predictor of identification (β = -.12, p = .08) nor liking (β
= -.06, p = .019), and empathy did not predict moral judgement (β = .01, p = .81).
For our UGT results, we tested the correlation between the two mediating variables
attitude towards streaming and interactivity. The correlation weight indicated a
significant relationship between the two variables (r ≥ .33, p &lt; .001). Using this information,
we specified a corresponding path model. The model illustrated a desired
non-significant result (F (1,210) = 0.01, p = .98, SRMR = .01, CFI = .99) and good additional fit
indices. Attitude towards the streamer (β = .11, p = .08) showed a non-significant and
interactivity (β = .44, p &lt; .001) a significant relationship explaining continued use.
Additionally, the tests of the predictor variable motives on the two mediating variables
indicated a consistent picture in which motives predicted attitude (β = .27, p &lt; .001)
and interactivity (β = .58, p &lt; .001) in a positive manner.</p>
        <p>The results indicated a better fit for UGT (χ2diff = -8.50, CFI = .99, SRMR=.01)
compared to the ADT (χ2diff = 8.50, CFI = .99, SRMR = .03). Thus, we reasoned that,
UGT delivers better quantitative indices, although the ADT showed a good fit between
the theoretical and the derived empirical data model.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Unified model proposal</title>
        <p>
          Building on the previously explored empirical information using ADT and UGT, we
developed a unified model. First, we calculated a correlation to see if the independent
variables of attitude and motives needed to be considered. It showed a significant result
(r = 27, p &lt; .01) and the specified path model (see figure 4) showed a good fit between
the theoretical model and data (F (5,210) = 1.032, p = .96, SRMR = .01, CFI = .99).
Looking at predictors of continued use, the UGT variable interactivity (β = .40, p &lt;
.001) was the most meaningful predictor compared to the two ADT variables
identification with (β = .17, p &lt; .05) and liking of the streamer (β = .20, p &lt; .01). Furthermore,
attitude towards streaming explained all three mediating variables (β ≥ .18, p &lt; .01) and
the variable motives explained identification with the streamer (β = .33, p &lt; .001) and
interactivity (β = .53, p &lt; .001).
In light of our findings, we can address our research question - What (technological and
social) variables best describe the motivation of users to consume online live streams
of video games? On the one hand, we found empirical support that identification, liking,
and interactivity directly predicted the use of game related live video streams. This
finding can be interpreted as an empirical hint that watching live video game streams
can be best predicted through a dichotomous approach using technological and social
variables simultaneously. Streamer related variables as well as platform specific
components seem to be important to holistically capture the phenomenon of streaming.
Additionally, we expanded the external validity of findings from other domains to the
context of live video game streaming. Viewers who perceive higher levels of interactivity
as well as identify with and like their chosen streamers tend to use game related streams
more frequently. Opposed to this, we were not able to find empirical evidence for all
relationships found in neighboring disciplines. For example, moral judgement and
attitude did not explain the dependent variable more frequently than random. We interpret
this finding as a suggestion that moral judgements are not as meaningful in the
streaming context as they are in other forms of media use (e.g. music, movies) [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
Additionally, attitude had no direct effect on the consumption of online video streams. Instead,
it was a highly significant predictor of identification and liking. We understand this as
a validation of ADT assumptions, which postulate indirect effects of attitude on the
dependent variable of interest [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Furthermore, we were able to confirm existing
findings from previous research that are in line with explanations of identification, liking,
moral judgement and interactivity through positive attitudes towards streaming and a
higher chance to fulfill individual motives [
          <xref ref-type="bibr" rid="ref14 ref18">14, 18</xref>
          ].
5.1
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>Theoretical and practical implications</title>
        <p>
          Previous research showed that ADT and UGT can be useful theories to explain different
forms of media usage [
          <xref ref-type="bibr" rid="ref15 ref17 ref24">15, 17, 24</xref>
          ]. First, we enriched the external validity of both
theories and showed that streamer related variables (identification, liking) as well as
platform specific variables (interactivity) explain online live streaming. Additionally, we
proposed a unified model explaining the use of game related live streams on Twitch.tv
illustrating references to the uniqueness of online live streams as a context. Second, we
illustrated that interactivity is the most meaningful predictor of the use of game related
live video streams. In specific cases, interactivity plays a particularly important role for
creating a good streaming experience. Higher levels of interactivity might lead to more
active processing of consumers. This finding is in line with literature on interactivity
and media consuming [
          <xref ref-type="bibr" rid="ref27 ref31 ref32">27, 31, 32</xref>
          ]. Third, we illustrated a way of using and integrating
findings from two theoretical approaches and illustrated opportunities to derive richer
empirical statements by combining them. This is noteworthy since it provides new
opportunities to better understand the use of live streaming of video games. Therefore,
our findings can be a good starting point for future research.
        </p>
        <p>From a practical point of view, we are now able to recommend different actions.
Based on our finding that interactivity explains large parts of game related live streams
it seems worthwhile to stimulate players’ opportunities to present themselves and
broaden the portfolio of interactive elements for the group of streamers (e.g., games
played with the consumers of a specific stream). Our findings that identification with
and liking of the streamer are relevant predictors of streaming use, offers additional
starting points with practical relevance. Accordingly, streamers could use existing
marketing tools to advertise themselves and actively shape their career paths as part of their
communication strategies and (as a consequence) increase their popularity and revenue.
5.2</p>
      </sec>
      <sec id="sec-4-4">
        <title>Limitations and future research</title>
        <p>On the level of explanatory power and external validity, we only looked at a single
context. It would be useful to revise the robustness of the contributions of our study
attempting to replicate our findings in neighboring contexts to explore commonalities
and differences to our findings. On the level of measurements and the internal validity,
we had to deal with a balancing act between efficiently and using preferably detailed
measures. Future studies could use more elaborated and granular scales differentiating
between different forms of interactivity, motives, attitude, identification, and liking. On
a level of research design, our study had some weaknesses. Since our study used a
convenience sample, an undesired effect of selection could have occurred. Future studies
can try to explore differences and similarities between different clusters of players,
which was not the primary interest of our study. Since we used a survey, we do not
have the chance to identify causal connections between each construct. Using
experiments as complementary might be a promising avenue for further research. Our unified
model explained one third of the variance of the dependent variable. This indicates that
predictors not included might play a meaningful role explaining video streams.
6</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>The world of streaming has become a major leisure activity for individuals and a
revenue source for the industry. Our study takes a quantitative approach to better understand
different aspects of motivation of consumers to online live watch streams. Accordingly,
we investigated the market leader of streaming platforms Twitch.tv and explored the
impact of variables that were informed by theory exploring the interplay of two theories
explaining media use (ADT, UGT). Our data suggests that the mechanisms involved
can be best described combining both theories. The study identified different variables
directly related to the use of game related streams on Twitch.tv from a viewer’s
perspective. Interactivity, identification with and liking of the streamer directly explained
the consumption of streams. This finding illustrates the potential to combine content
from more than one theoretical approach to derive more granular insights.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Wohn</surname>
            ,
            <given-names>D.Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Freeman</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McLaughlin</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          : Explaining Viewers' Emotional, Instrumental, and
          <article-title>Financial Support Provision for Live Streamers</article-title>
          .
          <source>In: Proceedings of the CHI '18</source>
          . pp.
          <fpage>1</fpage>
          -
          <lpage>13</lpage>
          . ACM Press, Montreal QC,
          <string-name>
            <surname>Canada</surname>
          </string-name>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Kaytoue</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Silva</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cerf</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jr</surname>
            ,
            <given-names>W.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Raïssi</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Watch me Playing, I am a Professional: A First Study on Video Game Live Streaming</article-title>
          .
          <volume>8</volume>
          (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Greenberg</surname>
          </string-name>
          , J.:
          <article-title>Interaction Between Audience and Game Players During Live Streaming of Games</article-title>
          .
          <source>In Proceedings of the 21st International Conference on World Wide Web</source>
          (pp.
          <fpage>1181</fpage>
          -
          <lpage>1188</lpage>
          ) (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Lessel</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vielhauer</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Krüger</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case Study</article-title>
          .
          <source>In: Proceedings of the CHI '17</source>
          . pp.
          <fpage>1571</fpage>
          -
          <lpage>1576</lpage>
          . ACM Press, Denver, Colorado, USA (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Pires</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Simon</surname>
          </string-name>
          , G.:
          <article-title>Dash in Twitch: Adaptive Bitrate Streaming in Live Game Streaming Platforms</article-title>
          .
          <source>In: Proceedings of the 2014 Workshop on Design, Quality and Deployment of Adaptive Video Streaming</source>
          . pp.
          <fpage>13</fpage>
          -
          <lpage>18</lpage>
          . ACM (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Pires</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Simon</surname>
          </string-name>
          , G.:
          <article-title>YouTube Live and Twitch: A Tour of User-Generated Live Streaming Systems</article-title>
          .
          <source>In: Proceedings of the 6th ACM Multimedia Systems Conference</source>
          . pp.
          <fpage>225</fpage>
          -
          <lpage>230</lpage>
          . ACM (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Riegler</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Calvet</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Calvet</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Halvorsen</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Griwodz</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Exploitation of Producer Intent in Relation to Bandwidth and QoE for Online Video Streaming Services</article-title>
          .
          <source>In Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video</source>
          (pp.
          <fpage>7</fpage>
          -
          <lpage>12</lpage>
          ) (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Barman</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schmidt</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zadtootaghaj</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Martini</surname>
            ,
            <given-names>M.G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Möller</surname>
            ,
            <given-names>S.:</given-names>
          </string-name>
          <article-title>An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming</article-title>
          .
          <source>In: Proceedings of the 23rd Packet Video Workshop</source>
          . pp.
          <fpage>7</fpage>
          -
          <lpage>12</lpage>
          . ACM (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Shea</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fu</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Liu</surname>
          </string-name>
          , J.:
          <article-title>Towards Bridging Online Game Playing and Live Broadcasting: Design and Optimization</article-title>
          .
          <source>In: Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video</source>
          . pp.
          <fpage>61</fpage>
          -
          <lpage>66</lpage>
          . ACM (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Obrist</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wright</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>Live-Streaming Changes the (Video) Game</article-title>
          .
          <source>In: Proceedings of the 11th European Conference on Interactive TV and Video</source>
          . p.
          <fpage>131</fpage>
          . ACM Press, Como, Italy (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Robinson</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rubin</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Segura</surname>
            ,
            <given-names>E.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Isbister</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          :
          <article-title>All the Feels: Designing a Tool That Reveals Streamers' Biometrics to Spectators</article-title>
          .
          <source>In: Proceedings of the 12th FDG conference</source>
          . p.
          <fpage>36</fpage>
          .
          <string-name>
            <surname>ACM</surname>
          </string-name>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Hamilton</surname>
            ,
            <given-names>W.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Garretson</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kerne</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Streaming on Twitch: Fostering Participatory Communities of Play Within Live Mixed Media</article-title>
          .
          <source>In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems</source>
          . pp.
          <fpage>1315</fpage>
          -
          <lpage>1324</lpage>
          . ACM (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Zillman</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cantor</surname>
            ,
            <given-names>J.R.</given-names>
          </string-name>
          :
          <article-title>Affective Responses to the Emotions of a Protagonist</article-title>
          .
          <source>Journal of Experimental Social Psychology</source>
          .
          <volume>13</volume>
          ,
          <fpage>155</fpage>
          -
          <lpage>165</lpage>
          (
          <year>1977</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Raney</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schmid</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Niemann</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ellensohn</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Testing Affective Disposition Theory: A Comparison of the Enjoyment of Hero and Antihero Narratives</article-title>
          .
          <source>In: Annual Meeting of the International Communication Association</source>
          , Chicago, IL (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Raney</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Affective Disposition Theory</article-title>
          .
          <source>The International Encyclopedia of Media Effects</source>
          .
          <fpage>1</fpage>
          -
          <lpage>11</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Raney</surname>
            ,
            <given-names>A.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bryant</surname>
          </string-name>
          , J.:
          <article-title>Moral Judgment and Crime Drama: An Integrated Theory of Enjoyment</article-title>
          .
          <source>Journal of Communication</source>
          .
          <volume>52</volume>
          ,
          <fpage>402</fpage>
          -
          <lpage>415</lpage>
          (
          <year>2002</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Ruggiero</surname>
          </string-name>
          , T.E.:
          <article-title>Uses and Gratifications Theory in the 21st Century</article-title>
          .
          <source>Mass Communication and Society</source>
          .
          <volume>3</volume>
          ,
          <fpage>3</fpage>
          -
          <lpage>37</lpage>
          (
          <year>2000</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Chang</surname>
          </string-name>
          , C.-M.:
          <article-title>Determinants of Continued Use of Social Media: The Perspectives of Uses and Gratifications Theory</article-title>
          and
          <string-name>
            <given-names>Perceived</given-names>
            <surname>Interactivity</surname>
          </string-name>
          . (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>X.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sin</surname>
          </string-name>
          , S.-C.J.,
          <string-name>
            <surname>Theng</surname>
            ,
            <given-names>Y.-L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lee</surname>
            ,
            <given-names>C.S.</given-names>
          </string-name>
          :
          <source>Why Do Social Media Users Share Misinformation? In: Proceedings of the 15th ACM/IEEE-CE on Joint Conference on Digital Libraries - JCDL '15</source>
          . pp.
          <fpage>111</fpage>
          -
          <lpage>114</lpage>
          . ACM Press, Knoxville, Tennessee, USA (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>He</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Shan</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          :
          <article-title>Understanding the Dynamics of Young People's Self-Presentation on Social Media</article-title>
          .
          <source>In: Proceedings of the 2018 ACM SIGMIS Conference on Computers and People Research - SIGMIS-CPR'18</source>
          . pp.
          <fpage>155</fpage>
          -
          <lpage>155</lpage>
          . ACM Press,
          <string-name>
            <surname>Buffalo-Niagara</surname>
            <given-names>Falls</given-names>
          </string-name>
          ,
          <string-name>
            <surname>NY</surname>
          </string-name>
          , USA (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>G.-L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Yang</surname>
            ,
            <given-names>S.-C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chang</surname>
          </string-name>
          , R.-M.,
          <string-name>
            <surname>Lee</surname>
          </string-name>
          , T.-L.:
          <article-title>The Antecedents of Brand Loyalty Building in Fan Page of Facebook</article-title>
          .
          <source>In: Proceedings of the 4th Multidisciplinary International Social Networks Conference on ZZZ - MISNC '17</source>
          . pp.
          <fpage>1</fpage>
          -
          <lpage>9</lpage>
          . ACM Press, Bangkok, Thailand (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Hiniker</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Patel</surname>
            ,
            <given-names>S.N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kohno</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kientz</surname>
            ,
            <given-names>J.A.</given-names>
          </string-name>
          :
          <article-title>Why Would You Do That? Predicting the Uses and Gratifications Behind Smartphone-Usage Behaviors</article-title>
          .
          <source>In: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing - UbiComp '16</source>
          . pp.
          <fpage>634</fpage>
          -
          <lpage>645</lpage>
          . ACM Press, Heidelberg, Germany (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Stafford</surname>
            ,
            <given-names>T.F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stafford</surname>
            ,
            <given-names>M.R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schkade</surname>
            ,
            <given-names>L.L.</given-names>
          </string-name>
          :
          <article-title>Determining Uses and Gratifications for the Internet</article-title>
          .
          <source>Decision Sciences</source>
          .
          <volume>35</volume>
          ,
          <fpage>259</fpage>
          -
          <lpage>288</lpage>
          (
          <year>2004</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Wu</surname>
            ,
            <given-names>J.-H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wang</surname>
            ,
            <given-names>S.-C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tsai</surname>
          </string-name>
          , H.-H.:
          <article-title>Falling in Love with Online Games: The Uses</article-title>
          and
          <string-name>
            <given-names>Gratifications</given-names>
            <surname>Perspective</surname>
          </string-name>
          .
          <source>Computers in Human Behavior</source>
          .
          <volume>26</volume>
          ,
          <fpage>1862</fpage>
          -
          <lpage>1871</lpage>
          (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Cohen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          :
          <article-title>Defining Identification: A Theoretical Look at the Identification of Audiences with Media Characters</article-title>
          .
          <source>Mass Communication and Society</source>
          .
          <volume>4</volume>
          ,
          <fpage>245</fpage>
          -
          <lpage>264</lpage>
          (
          <year>2001</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Klapwijk</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Van Lange</surname>
            ,
            <given-names>P.A.</given-names>
          </string-name>
          :
          <article-title>Promoting Cooperation and Trust in "Noisy" Situations: The Power of Generosity</article-title>
          .
          <source>Journal of Personality and Social Psychology</source>
          .
          <volume>96</volume>
          ,
          <issue>83</issue>
          (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <string-name>
            <surname>Lu</surname>
            ,
            <given-names>H.-P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lin</surname>
            ,
            <given-names>J.C.-C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hsiao</surname>
          </string-name>
          , K.-L., Cheng, L.-T.:
          <article-title>Information Sharing Behaviour on Blogs in Taiwan: Effects of Interactivities and Gender Differences</article-title>
          .
          <source>Journal of Information Science</source>
          .
          <volume>36</volume>
          ,
          <fpage>401</fpage>
          -
          <lpage>416</lpage>
          (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28.
          <string-name>
            <surname>Brinol</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Petty</surname>
            ,
            <given-names>R.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tormala</surname>
            ,
            <given-names>Z.L.</given-names>
          </string-name>
          :
          <article-title>Self-Validation of Cognitive Responses to Advertisements</article-title>
          .
          <source>Journal of Consumer Research</source>
          .
          <volume>30</volume>
          ,
          <fpage>559</fpage>
          -
          <lpage>573</lpage>
          (
          <year>2004</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>Stürmer</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Snyder</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Omoto</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          :
          <article-title>Prosocial Emotions and Helping: The Moderating Role of Group Membership</article-title>
          .
          <source>Journal of Personality and Social Psychology</source>
          .
          <volume>88</volume>
          ,
          <issue>532</issue>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          30.
          <string-name>
            <surname>Gros</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wanner</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hackenholt</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zawadzki</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Knautz</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          :
          <source>World of Streaming. Motivation and Gratification on Twitch. In: International Conference on Social Computing and Social Media</source>
          . pp.
          <fpage>44</fpage>
          -
          <lpage>57</lpage>
          . Springer (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          31.
          <string-name>
            <surname>Birchmeier</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dietz-Uhler</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stasser</surname>
          </string-name>
          , G. eds:
          <source>Strategic Uses of Social Technology: An Interactive Perspective of Social Psychology</source>
          . Cambridge University Press, New York (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          32.
          <string-name>
            <surname>Steinmann</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kilian</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Brylla</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          : Experiencing Products Virtually:
          <article-title>The Role of Vividness and Interactivity in Influencing Mental Imagery and User Reactions</article-title>
          .
          <source>ICIS</source>
          (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>