Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports
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Epistemic value in live-streaming service significantly influences viewers' purchase intention and engagement.
“Qian et al. [125] also demonstrated that epistemic value in live-streaming service would significantly influence viewers’ purchase intention and engagement.”
From Consumers purchase intention in live-streaming e-commerce: A consumption value perspective and the role of streamer popularity (2024) · cites this paper as [125]
The insignificant connection between epistemic value and purchase intention contradicts a number of previous studies [125,154,155].
“This is an unexpected result and contradicts a number of previous studies [125,154,155].”
From Consumers purchase intention in live-streaming e-commerce: A consumption value perspective and the role of streamer popularity (2024) · cites this paper as [125]
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- Authors
- Qian, T. Y., Matz, R., Luo, L., & Xu, C.
- Affiliations
- Louisiana State University (US)
- Belmont University (US)
- Shanghai University of Sport (CN)
- Corresponding author
- Qian, Tyreal Yizhou
- Luo, Lei
- Xu, Chenglong
- Venue
- Journal of Business Research
- Publisher
- Elsevier BV
- Published
- 2022-06
- Volume
- 145
- Pages
- 482-494
- ISSN
- 0148-2963 (ISSN-L)
- OpenAlex
- W4220956623
- Cited by
- 92
- References
- 70
- Citations by year
- 2026: 13 · 2025: 27 · 2024: 24 · 2023: 22 · 2022: 6
- FWCI
- 30.08
- Type
- journal article
- Language
- en
- Open access
- green
- repository.lsu.edu
- Licence
- Locations
- Journal of Business Research (publishedVersion)
- Civil War Book Review (submittedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Sociology and Political Science › Digital Marketing and Social Media
- Keywords
- gamification, esports, live streaming, viewer engagement, perceived value, gender differences, functional value, social values, value creation
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