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

Kyubin Cho, Choong C. Lee, Haejung Yun

Research output: Contribution to journalArticlepeer-review

Abstract

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.

Original languageEnglish
Pages (from-to)684-705
Number of pages22
JournalAsia Pacific Journal of Information Systems
Volume32
Issue number3
DOIs
StatePublished - 2022

Bibliographical note

Funding Information:
This work was supported by the Ministry of Education Korea(NRF-2019S1A5A8033514). *Corresponding Author. E-mail: yunhj@ewha.ac.kr

Publisher Copyright:
© 2022, Asia Pacific Journal of Information Systems. All Rights Reserved.

Keywords

  • Consumer learning
  • Game streaming
  • Personal internet broadcasting
  • Telepresence

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