

Specifically, the focus is on the motivations for using services of this type, positive perceptions of video game consumption, and characteristics linked to the user's profile as a gamer and viewer (age, self-perceived level as a gamer and viewing time). The present study seeks to fill this gap and explore the antecedents of pathological gaming stemming from activities related to live streaming platforms that is, it examines disruptive use derived from the co-occurrence of video game consumption and viewing. Nevertheless, despite the growing literature on live streaming services 19, 40, no attempt has thus far been made to identify the elements that are most likely to trigger potential pathological use stemming from the consumption of video games through viewing. 39 reveal the feedback between and co-occurrence of adverse forms of behaviour stemming jointly from the internet, social networks and video games. Recently, a prominent core of the research has focused on the effects of co-occurrence of different activities. Since the 1990s, there has been a growing and extremely complex debate centred on the underlying notion of groups of people who lose control of their behaviour and experience pathological symptoms that affect their daily lives 37. Among others, it is worth mentioning aspects related to excessive gaming 32, 33, bad online behaviour, harassment or dissemination of inappropriate content 34– 36. However, there is a less convivial side associated with video games 24– 28, which is also found on streaming platforms 1, 11, 29– 31: pathological use that could be linked to the abuse of video games, the internet and live streaming. This aspect of the activity, which is far more social, is accessible to almost anyone with an internet connection 19. These activities are interrelated on platforms such as Twitch 19, where users have a multitude of ways to enjoy and share their hobby, whether actively-by streaming their own experiences 20, 21-or passively 19, for example, by watching others play to observe their skills, following competitions and events, sharing experiences in chats, and learning the ins and outs of old games or new releases 16, 22, 23. On top of all this, there is the recent emergence of new phenomena that have revolutionised how people enjoy video games: the rise of the professionalisation of this hobby through e-sports 12– 15, and watching video games on live streaming platforms 16– 18. Forecasts suggest that by 2023 they will play some kind of role in the lives of two-thirds of the world's population 10, 11. They have become part of the everyday life of millions of users 10. Indeed, there is no end to the growth in the applications and uses of video games 7– 9. The video game has overcome earlier stereotypes 3 it is no longer just a simple form of amusement designed especially for children, young people or teenagers 4– 6.

Over time, video games have become one of the most influential, commercially viable and appealing entertainment media available to society 1, 2. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Furthermore, the individual effects of each of the variables have been estimated. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile.

The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use.
