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ORIGINAL RESEARCH article

Front. Commun.

Sec. Advertising and Marketing Communication

Volume 10 - 2025 | doi: 10.3389/fcomm.2025.1648927

Understanding viewer support in video game streaming: key insights into donation drivers

Provisionally accepted
Jorge  Serrano-MalebránJorge Serrano-Malebrán1*Franco  CamposFranco Campos2Diana  Veneros-AlquintaDiana Veneros-Alquinta2Neil  Meza- EspinozaNeil Meza- Espinoza2Ignacio  Alfaro-TiradoIgnacio Alfaro-Tirado2Juan  Cucho-SolanoJuan Cucho-Solano2
  • 1Universidad de Las Americas, Santiago, Chile
  • 2Universidad Catolica del Norte, Antofagasta, Chile

The final, formatted version of the article will be published soon.

The rise of video game streaming (VGS) platforms has transformed how audiences' engagement with content and support creators through voluntary donations. This study examines the psychological and relational factors that influence donation intentions among Chilean Millennials and Centennials, drawing on the Stimulus-Organism-Response (S-O-R) theoretical framework. We conceptualize parasocial relationships and social presence as social stimuli that shape affective and cognitive organismic states-enjoyment, loyalty, trust, and satisfaction-which, in turn, influence the intention to donate. Data were collected via an online survey (N = 401) and analyzed using partial least squares structural equation modeling (PLS-SEM). The findings reveal that parasocial relationships significantly influence all four organismic states, while social presence impacts enjoyment, loyalty, and satisfaction but not trust. Among the organismic variables, only loyalty and satisfaction significantly predicted donation intentions. The model explains 33.7% of the variance in donation behavior. These results suggest that affective connection and relational satisfaction are stronger drivers of financial support than enjoyment or trust. This study contributes to the literature by applying and validating the S-O-R model in a Latin American context and highlighting the central role of relational engagement in technology-mediated donation behavior on VGS platforms.

Keywords: Streaming1, Intention to donate2, Streamers3, Videogames4, gaming5

Received: 17 Jun 2025; Accepted: 01 Aug 2025.

Copyright: © 2025 Serrano-Malebrán, Campos, Veneros-Alquinta, Meza- Espinoza, Alfaro-Tirado and Cucho-Solano. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Jorge Serrano-Malebrán, Universidad de Las Americas, Santiago, Chile

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