2025
A scoping literature review on influencing factors in live-streaming spectatorship experience
PAGÁČ, Tomáš; Regina BERNHAUPT a Simone KRIGLSTEINZákladní údaje
Originální název
A scoping literature review on influencing factors in live-streaming spectatorship experience
Autoři
PAGÁČ, Tomáš; Regina BERNHAUPT a Simone KRIGLSTEIN
Vydání
ENTERTAINMENT COMPUTING, ENGLAND, ELSEVIER SCI LTD, 2025, 1875-9521
Další údaje
Jazyk
angličtina
Typ výsledku
Článek v odborném periodiku
Obor
50803 Information science
Stát vydavatele
Velká Británie a Severní Irsko
Utajení
není předmětem státního či obchodního tajemství
Odkazy
Impakt faktor
Impact factor: 2.400 v roce 2024
Označené pro přenos do RIV
Ano
Organizační jednotka
Fakulta informatiky
UT WoS
EID Scopus
Klíčová slova anglicky
Literature review; Live-streaming; Spectatorship experience
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 17. 3. 2026 18:01, Mgr. Tomáš Pagáč
Anotace
V originále
Live-streaming is a popular phenomenon. It attracts both content creators and spectators, visible in new live-streaming platforms appearing and existing social platforms adding live-streaming features. The relevant body of games and human–computer interaction oriented literature has grown considerably. However, the research is highly diverse and multidisciplinary, and reviews on live-streaming research are missing. In this article, we explore the current research on influencing factors in live-streaming, to identify the state of the field and inform future research. A scoping review was conducted to map the currently researched topics and factors, to find emerging or understudied topics, and to analyze the state of multidisciplinary and multicultural cooperation. Two iterations of a literature search and a citation-based literature mapping were used to collect 348 peer-reviewed entries. Identified and classified themes were analyzed along with visualizations of the local citation network, concept co-occurrence, and an inter-country citation graph. As a result, the main actors, genres, and issues in live-streaming, the frequency with which they are researched, and their trends over time were identified and described. Games and esports dominate research; topics recently gaining interest are e-commerce, mental health, collaboration and teaching using streams, and promoting tourism using streams. The body of literature is well connected; scientific disciplines and research groups seem to be aware of each other. For future research, we recommend exploring non-gaming genres and hybrid events and pursuing interdisciplinary collaboration.
Návaznosti
| MUNI/A/1339/2022, interní kód MU |
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| MUNI/A/1608/2023, interní kód MU |
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| MUNI/A/1638/2024, interní kód MU |
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| MUNI/A/1709/2024, interní kód MU |
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