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Authors
Abstract(s)
O objetivo principal deste estudo foi aferir as características que mais contribuem para o sucesso de um jogo nas plataformas streaming, na perspetiva dos viewers do videojogo League of Legends. Paralelamente, pretendia-se aferir qual a perceção de pessoas que assistem a jogos emitidos em plataformas de streaming (viewers), como o caso do LOL e aferir as razões que contribuem para que as pessoas assistam os streamers jogar. O método adotado para melhor compreender estas motivações foi um método de cariz quantitativo. Tratou-se, pois, de um estudo descritivo e exploratório, onde participaram 67 indivíduos. Os resultados obtidos - numa amostra em que a maioria dos inquiridos é do género masculino, jovem, conhece e costuma jogar o LOL, bem como costuma assistir a videojogos em live streaming. Concluiu-se que o consumo de videojogos não tem um impacto positivo sobre a atitude em relação ao streaming de LOL nem sobre a intenção de continuar a assistir a live streams de LOL. No entanto, as características dos live streamers influenciam positivamente a atitude face ao streaming de LOL, mas não afetaram positivamente a intenção de continuar a assistir as mesmas streams. Ao nível dos aspetos estéticos do jogo e em termos de jogabilidade intrínseca, não foram obtidos dados que comprovem que exista impacto positivo sobre a atitude ou a intenção de continuar a assistir a live streams de LOL. Relativamente à comunicação e interação social, foi possível denotar um impacto positivo sobre a intenção de continuar a assistir a streams de LOL. Por fim, face à atitude ao live streaming, este teve o maior impacto positivo sobre a intenção de continuar a assistir a streams de LOL.
The main objective of this study was to assess the characteristics that most contribute to the success of a game on streaming platforms, from the perspective of viewers of the League of Legends video game. At the same time, it was intended to assess the perception of people who watch games broadcast on streaming platforms (viewers), such as the case of LOL and assess the reasons that contribute to people watching streamers play. The method adopted to better understand these motivations was a quantitative method. It was, therefore, a descriptive and exploratory study, in which 67 individuals participated. The results obtained allowed us to conclude that the majority of the participants are male, young, know and usually play LOL, as well as watch video games on live streaming. It was also concluded that the consumption of videogames does not have a positive impact on the attitude towards streaming of LOL nor on the intention of continuing to watch live streams of LOL. However, the characteristics of live streamers impact positively towards the attitude on streaming LOL, but not on the intent of continuing to watch LOL streams. In terms of the aesthetic aspects of the game and intrinsic gameplay, there was no data obtained pointing towards the positive impact on the attitude or the intent of continuing to watch LOL live streams. In relation to communication and social interaction, it was possible to see signs pointing towards a positive impact on the intent of continuing to watch LOL live streams. Finally, the attitude towards live streaming had the biggest positive impact towards the intention of continuing to watch LOL live streams.
The main objective of this study was to assess the characteristics that most contribute to the success of a game on streaming platforms, from the perspective of viewers of the League of Legends video game. At the same time, it was intended to assess the perception of people who watch games broadcast on streaming platforms (viewers), such as the case of LOL and assess the reasons that contribute to people watching streamers play. The method adopted to better understand these motivations was a quantitative method. It was, therefore, a descriptive and exploratory study, in which 67 individuals participated. The results obtained allowed us to conclude that the majority of the participants are male, young, know and usually play LOL, as well as watch video games on live streaming. It was also concluded that the consumption of videogames does not have a positive impact on the attitude towards streaming of LOL nor on the intention of continuing to watch live streams of LOL. However, the characteristics of live streamers impact positively towards the attitude on streaming LOL, but not on the intent of continuing to watch LOL streams. In terms of the aesthetic aspects of the game and intrinsic gameplay, there was no data obtained pointing towards the positive impact on the attitude or the intent of continuing to watch LOL live streams. In relation to communication and social interaction, it was possible to see signs pointing towards a positive impact on the intent of continuing to watch LOL live streams. Finally, the attitude towards live streaming had the biggest positive impact towards the intention of continuing to watch LOL live streams.
Description
Keywords
Videojogos Streaming Live streaming Motivações para assistir streamers jogar League of Legends Video Games Streaming Motivations to watch streamers play League of Legends
