View photosMoreFILE - In this June 15, 2016 file photo, a spectator watches players trying out the PlayStation "Gravity Rush 2" video game at the Electronic Entertainment Expo in Los Angeles.

A study released Wednesday by live streaming company Twitch attributed 25 percent of sales of releases like the fighting simulator "Punch Club" and the kill-or-be-killed multiplayer game "The Culling" to those games being played on Twitch.

The study found that viewers were more likely to buy a game within 24 hours of watching a stream of the game in action.

"There's a clear relationship between viewing and purchasing behavior," said Twitch data scientist Danny Hernandez, who studied users who connected their Twitch account to online game retailer Steam for increased social interaction.

Hernandez found that mid-tier Twitch streamers — those with audiences between 33 and 3,333 concurrent viewers — are responsible for 46 percent of game sales.

While the majority of online gamers freely stream themselves playing, many of the most popular streamers with millions of followers are now regularly paid or sponsored by game publishers, a practice that was recently investigated by the Federal Trade Commission.

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