Skip to main content
. Author manuscript; available in PMC: 2023 Nov 11.
Published in final edited form as: Proc ACM Hum Comput Interact. 2022 Nov 11;6(CSCW2 Article No 356):1–35. doi: 10.1145/3555081

Table 2.

These tables summarize the distributions of the initial seed channels and the channels self-selected by survey respondents with respect to audience size and genre. We note that respondent-provided channels are biased slightly towards larger, gaming channels.

CCU: Seed Channels Respondent-Provided Channels
50–100 100–200 200–4000 4000+ 0–100 100–200 200–4000 4000+
Gaming 18.0% 18.0% 18.0% 5.5% 19.0% 10.7% 27.3% 9.3%
Talk 7.5% 7.5% 7.5% 4.0% 5.9% 5.5% 6.2% 3.5%
Creative 3.0% 3.0% 3.0% 0.5% 3.1% 2.1% 2.4% 0.3%
Other 1.5% 1.5% 1.5% 0.0% 1.4% 1.4% 1.0% 0.0%