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C.(2017)。Playing along and playing for on Twitch: Livestreaming from tandem play to performance。The 50th Hawaii International Conference on System Sciences。Hawaii。 | 5. | Nascimento, G.、Ribeiro, M.、Cerf, L.、Cesário, N.、Kaytoue, M.、Raissi, C.、Meira, W.(2014)。Modeling and analyzing the video game live-streaming community。2014 9th Latin American Web Congress。Ouro Preto。 | 6. | Consalvo, M.、Begy, J.、Ganzon, S.、Scully-Blaker, R.(2016)。Tandem play: Theorizing sociality in single-player gameplay。The 66th international communication association conference。Fukuoka。 | 7. | Hamilton, W. 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S.、Lachlan, K.(2006)。Video Game uses and gratifications as predictors of use and game preference。Playing Video Games: Motives, Responses, and Consequences。 | 2. | Papacharissi, Z.、Mendelson, A.(2011)。Toward a new(er) sociability: Uses, gratifications and social capital on Facebook。Media perspectives for the 21st century。Abingdon:Routledge。 | 3. | Pegoraro, A.(2013)。Sport fandom in the digital world。The Routledge handbook of sport communication。New York, NY:Routledge。 | |