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dc.contributor.authorCabeza-Ramírez, Luis Javier
dc.contributor.authorMuñoz Fernández, Guzmán Antonio
dc.contributor.authorSantos Roldán, Luna
dc.date.accessioned2021-02-10T12:29:07Z
dc.date.available2021-02-10T12:29:07Z
dc.date.issued2021
dc.identifier.urihttp://hdl.handle.net/10396/21064
dc.description.abstractIn recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use.es_ES
dc.format.mimetypeapplication/pdfes_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightshttps://creativecommons.org/licenses/by/4.0/es_ES
dc.sourceHealthcare 9(2), 192 (2021)es_ES
dc.subjectDigital motivationes_ES
dc.subjectCyber behavioures_ES
dc.subjectLive streaminges_ES
dc.subjectCluster analysises_ES
dc.subjectVideo gameses_ES
dc.subjecte-healthes_ES
dc.subjectProblematic online gaming and gamblinges_ES
dc.titleVideo Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunitieses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherversionhttp://dx.doi.org/10.3390/healthcare9020192es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES


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