Video game streaming has become a popular leisure activity which, depending on content, level of skill, and user interest, reaches a wide array of audiences. Using streaming platforms, client users… Click to show full abstract
Video game streaming has become a popular leisure activity which, depending on content, level of skill, and user interest, reaches a wide array of audiences. Using streaming platforms, client users are able to broadcast their video gameplays and use chat rooms to interact with other viewers and game players in real time. This paper aimed to develop and examine a theoretical explanation concerning the formation of client users’ satisfaction with, perceived net benefits of, and continuance intention to use a particular streaming platform. The study employed the updated IS Success Model. An online questionnaire was designed for individuals who were game streaming users of a streaming platform. A total of 632 usable responses were used in the data analysis. The results pointed out that system quality, information quality, service quality, and user motivation all positively and significantly affected user satisfaction. User satisfaction had a positive and significant effect on perceived net benefits and continuance intention to use a streaming platform. Perceived net benefits positively and significantly related to continuance intention to use a particular streaming platform. The moderating effect of emotional involvement between user satisfaction and perceived net benefits was confirmed.
               
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