Evidence map›Paper›PMID 33578675›Full record

ArticleHealthcare (Basel, Switzerland)2021

Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities.

Luis Javier Cabeza-Ramírez, Guzmán Antonio Muñoz-Fernández, Luna Santos-Roldán

Open access · goldAbstract read
In one paragraph

Article in Healthcare (Basel, Switzerland), 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed
9.8field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

7 citing papers in PubMed, 27 citations in OpenAlex.

  1. Article
  2. Article
  3. Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross-sectional study.Journal of research on adolescence : the official journal of the Society for Research on Adolescence · 2024
    Article
  4. Article
  5. Article
  6. Review
  7. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 1 institution in 1 country.

Luis Javier Cabeza-RamírezDepartment of Statistics, Econometrics, Operations Research, Business Organization and Applied Economics, Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain.ORCID 0000-0002-5603-2365
Guzmán Antonio Muñoz-FernándezDepartment of Statistics, Econometrics, Operations Research, Business Organization and Applied Economics, Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain.ORCID 0000-0003-4521-4793
Luna Santos-RoldánDepartment of Statistics, Econometrics, Operations Research, Business Organization and Applied Economics, Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain.
University of Córdoba · ES

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

In 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.

Indexed as

cluster analysiscyber behaviourdigital motivatione-healthlive streamingproblematic online gaming and gamblingvideo games

Identifiers

PMID33578675
PMCPMC7916337
OpenAlexW3128305199

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.