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Why do Chinese people consume video game live streaming on the platform? An exploratory study connecting affordance-based gratifications, user identification, and user engagement.

Jing (Kristen) ZhangRiwei Liu
Published in: Telematics Informatics (2024)
Keyphrases
  • user engagement
  • video games
  • user experience
  • live streaming
  • user satisfaction
  • learning experience
  • computer games
  • real time
  • recommender systems
  • game play
  • end users
  • educational games
  • foreign language learning