User:Philsphan08/Video game livestreaming/Bibliography

You will be compiling your bibliography and creating an outline of the changes you will make in this sandbox.


Bibliography

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Edit this section to compile the bibliography for your Wikipedia assignment. Add the name and/or notes about what each source covers, then use the "Cite" button to generate the citation for that source.


Kohls, H., Hiler, J. L., & Cook, L. A. (2023). Why do we twitch? vicarious consumption in video-game live-streaming. Journal of Consumer Marketing, 40(6), 639–650. https://doi.org/10.1108/jcm-03-2020-3727

  • This is from a peer-reviewed journal and will give more information about the consumers/audience behind live-streaming.

Qian, T. Y., Wang, J. J., & Zhang, J. J. (2020). Push and pull factors in E-Sports Livestreaming: A partial least squares structural equation modeling approach. International Journal of Sport Communication, 13(4), 621–642. https://doi.org/10.1123/ijsc.2020-0001

  • This is from a peer-reviewed journal and will provide more information on live-streaming in an e-sports setting.

Zsila, Á., Shabahang, R., Aruguete, M. S., Bőthe, B., Gregor-Tóth, P., & Orosz, G. (2023). Exploring the association between twitch use and well-being. Psychology of Popular Media. https://doi.org/10.1037/ppm0000486

  • This is from a peer-reviewed journal and will give more information about health/safety issues behind the overconsumption of livestreams.

Jackson, N. J. (2021). Understanding memetic media and collective identity through Streamer persona on Twitch.tv. Persona Studies, 6(2), 69–87. https://doi.org/10.21153/psj2020vol6no2art966

  • This is from a peer-reviewed journal and will be more context behind the culture that exists within video game live-streaming.

References

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Kohls, H., Hiler, J. L., & Cook, L. A. (2023). Why do we twitch? vicarious consumption in video-game livestreaming. Journal of Consumer Marketing, 40(6), 639–650. https://doi.org/10.1108/jcm-03-2020-3727

Qian, T. Y., Wang, J. J., & Zhang, J. J. (2020). Push and pull factors in E-Sports Livestreaming: A partial least squares structural equation modeling approach. International Journal of Sport Communication, 13(4), 621–642. https://doi.org/10.1123/ijsc.2020-0001

Zsila, Á., Shabahang, R., Aruguete, M. S., Bőthe, B., Gregor-Tóth, P., & Orosz, G. (2023). Exploring the association between twitch use and well-being. Psychology of Popular Media. https://doi.org/10.1037/ppm0000486

Jackson, N. J. (2021). Understanding memetic media and collective identity through Streamer persona on Twitch.tv. Persona Studies, 6(2), 69–87. https://doi.org/10.21153/psj2020vol6no2art966

With these sources, I hope to bring more academically reviewed articles to the bibliography of my article. In its current form, it is made up of mainly news publications. I want to expand on the "Risks" section of the article to include more information on the effects on the viewers. Also, I would like to go more in-depth on the streamers responsible for live streams. The article currently has a section on how to get into the industry that I want to remove due to the irrelevancy to the rest of the page.

Outline of proposed changes

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Click on the edit button to draft your outline.