Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use
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Let’s Watch Live Streaming: How Streamer Credibility Influences Brand Attitude in Esports Streamer Marketing
This study explores if and how perceived Esports streamer credibility influences the audience’s attitude toward the brand endorsed by the streamer. Results from a survey conducted with US adults (N = 277) show the significant and positive relationship between streamer credibility and brand attitude while identifying parasocial relationships and streamer loyalty as two factors mediating the impact of streamer credibility on brand attitude. Structural equation modeling analysis is used to reveal how perceived expertise and trustworthiness of an Esports streamer affect viewer attitudes toward the promoted brands, with theoretical and practical implications outlined.
Qingru Xu, Hanyoung Kim and Andrew C. Billings
https://journals.sagepub.com/home/com
Level of physical activity of Indonesian esport athletes in the piala Presiden esport 2019
Paramitha, S. T., Hasan, M. F., Ilsya, M. N. F., Anggraeni, L., & Gilang Ramadhan, M. (2021). Level of physical activity of Indonesian esport athletes in the piala Presiden esport 2019. Jurnal SPORTIF : Jurnal Penelitian Pembelajaran, 7(1), 71-83.
Paramitha, S. T., Hasan, M. F., Ilsya, M. N. F., Anggraeni, L., & Gilang Ramadhan, M.
Jurnal SPORTIF : Jurnal Penelitian Pembelajaran
Leveling (up) the Playing Field: A Policy-Based Case for Legalizing and Regulating Esports Gambling
Dobill, M. (2017). Leveling (up) the Playing Field: A Policy-Based Case for Legalizing and Regulating Esports Gambling. Loyola of Los Angeles Entertainment Law Review, 37(2), 139-179.
Loyola of Los Angeles Entertainment Law Review
Leveling Up Esports Health: Current Status and Call to Action
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LevelUp: A thin-cloud approach to game livestreaming
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Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets
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Martelaro, N., Lakdawala, T., Chen, J., & Hammer, J.
Designing Interactive Systems Conference
Life After Esports: A Grand Field Challenge
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Smithies, T. D., Toth, A. J., Conroy, E., Ramsbottom, N., Kowal, M., & Campbell, M. J.
Life-world oriented education in the times of the Covid-19 lockdown. Twitch. tv as pedagogical tool
Pfeiffer, A., Bezzina, S., Denk, N., Kriglstein, S., Wimmer, S., & Thielen, C. (2020). Life-world oriented education in the times of the Covid-19 lockdown. Twitch. tv as pedagogical tool.
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Like a Pro: Communication, Camaraderie and Group Cohesion in the Amazonian eSports Scenario
Macedo, T., & Falcão, T. (2020). Like a Pro: Communication, Camaraderie and Group Cohesion in the Amazonian eSports Scenario. Entertainment Computing, 34, 100354.
Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario
Macedoa T., Falcãob T. (2019). Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario. Entertainment Computing (34). Elsevier.
Like a Pro: Dinâmicas Sociais do e-Sport na Amazônia
Macedo, T. (2019). Like a Pro: Dinâmicas Sociais do e-Sport na Amazônia. Programa de Pós-Graduação em Comunicação
Likes and Views: Investigating Internet Video Content Creators Perceptions of Popularity
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Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?
Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., & Hamari, J. (2018). Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? In Proceedings of the International Conference on Social Media & Society, Copenhagen, Denmark (SMSociety).
Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., & Hamari, J.
International Conference on Social Media & Society
Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding
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Literacies at Play: Digital-age literacies in high school esports
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Live Multi-Streaming and Donation Recommendations via Coupled Donation-Response Tensor Factorization
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Lai, H. C., Tsai, J. Y., Shuai, H. H., Huang, J. L., Lee, W. C., & Yang, D. N.
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Live Stream Highlight Detection Using Chat Messages
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Live streamers on Twitch. tv as social media influencers: Chances and challenges for strategic communication
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Live streaming channel recommendation using HITS algorithm
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Live streaming commerce: Uses and gratifications approach to understanding consumers’ motivations
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Hawaii International Conference on System Sciences
Live Streaming, Playing, and Money Spending Behaviors in eSports
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european conference on Interactive TV and video
Live-Streaming Culture in the Esports Community
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Livesense: Contextual advertising in live streaming videos
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Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch
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Living on Twitch: An Ethnography of Fatigue
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Load Dynamics of a Multiplayer Online Battle Arena and Simulative Assessment of Edge Server Placements
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Local eSports Media Analyzed Through the Circuit of Culture Framework: Onet-RAS Case Study
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Locating the Game: Gaming Cultures in/and the Asia-Pacific
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Longitudinal analysis of stressors, stress, coping and coping effectiveness in elite esports athletes
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Looking for group: Live streaming programming for small audiences
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Loot Boxes : Le Côté Obscur de Star Wars Battle!ont II [Loot Boxes : The Darkside of Star Wars Battlefront II]
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Los Cracks de los eSports: Descubre los Secretos del Mundo de los Videojuegos Profesionales
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Made in China - Gold Farming as Alternative History of Esports
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MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY
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Male Dominant Sport: The Challenges of Esports Female Athletes.
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Managing the Health of the eSport Athlete: An Integrated Health Management Model
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Mandatory Commissions in the Distribution of Esports: Lifting the Veil on Antitrust Issues
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Mapping Design Spaces for Audience Participation in Game Live Streaming
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Marketing and Sponsorship of Esports Without Getting Ganked: Understanding Past Research and Future Challenges
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Marketing Esports to the Masses: Testing the Efficacy of Positive Community-Curated Stimuli on Mitigating Negative Attitudes towards Esports
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Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt.
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Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors
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Masculinity’s New Battle Arena in International E-Sports: The Games Begin
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May the Best Man Win: Simulation Optimization for Match-Making in E-sports
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Mechanical Keyboards and Crystal Arrows: Incorporation in Esports
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Mechanics and Metagame: Exploring Binary Expertise in League of Legends
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Media Technologies and Learning in the StarCraft eSport Community
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Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast
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Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming
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Meeting in the Combat Zone: Online Multi-player Computer Games as Spaces for Social and Cultural Encounters
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Mega-Events and Globalization: Capital and Spectacle in a Changing World Order
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Mental health and social connectedness during the COVID-19 pandemic: an analysis of sports and e-sports players
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Metagaming and Subversive Play in League of Legends
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Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Video Games
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Microstreaming, Microcelebrity, and Marginalized Masculinity: Pathways to Visibility and Self-Definition for Black Men in Gaming
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Mind Games Extended: Understanding Gameplay as Situated Activity
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Mining Statistically Significant Sequential Patterns
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Modelling Error Rates in Temporal Pointing
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Moderation visibility: Mapping the strategies of volunteer moderators in live streaming micro communities.
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Motion Games in Real Sports Environments
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Motion-based Video Game and Authentic Wall/Rock Climbing: Motivations and Perceptions of Novice Climbers
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Motivational differences among viewers of traditional sports, Esports, and NBA 2K league
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Motivations for eSport Consumption: A Road Map for Traditional Sports Online Spectating
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Motivations for Esports Betting and Skin Gambling and Their Association with Gambling Frequency, Problems, and Harm
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Motivations for Mobile Esports Consumption under the Normalized COVID-19 Era in China
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Motivations for the use of video game streaming platforms: The moderating effect of sex, age and self-perception of level as a player
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Multi-Objective Multi-Instance Learning: A New Approach to Machine Learning for eSports
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Multi-view rank-based random forest: A new algorithm for prediction in eSports
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Multiplayer Online Games: Origins, Players, and Social Dynamics
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My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players!
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Narrative Bytes: Data-driven Content Production in Esports
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Narratives of Spectatorship: E-sports in Poland
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