What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership
Main Author: | |
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Publication Date: | 2021 |
Format: | Master thesis |
Language: | eng |
Source: | Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
Download full: | http://hdl.handle.net/10071/24974 |
Summary: | Gaming streaming has been increasing vastly throughout this decade, having a total of 1.9 billion hours of video on TwitchTv in August alone, reflecting a 27% year- over-year growth (Gamesindustry, 2021). This dissertation’s primary objective is to quantify the motivational relevance that a Portuguese viewer has concerning gaming streaming content in the online platform denominated TwitchTv, additionally addressing the evolution of streaming and gaming. A questionnaire was created and shared on a multitude of social media platforms in order to gather data to analyze it via a dedicated software. An analysis was used in order to test the validity of the research hypothesis, being it One Sample Student’s T-Test. With this research, the purpose was to identify which of the user needs posed a positive effect regarding the usage of TwitchTv. The main conclusions were that the affective need has a positive effect in TwitchTv usage, while there’s no evidence to support other needs having a positive effect concerning TwitchTv usage. Concerning future research, this dissertation addresses the interest of expanding the scope of research to not only TwitchTv as a streaming platform but to other online networks, due to the suitable approach of User and Gratifications theory. |
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What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewershipTwitchTvEsportsStreamingMotivationMotivaçãoGaming streaming has been increasing vastly throughout this decade, having a total of 1.9 billion hours of video on TwitchTv in August alone, reflecting a 27% year- over-year growth (Gamesindustry, 2021). This dissertation’s primary objective is to quantify the motivational relevance that a Portuguese viewer has concerning gaming streaming content in the online platform denominated TwitchTv, additionally addressing the evolution of streaming and gaming. A questionnaire was created and shared on a multitude of social media platforms in order to gather data to analyze it via a dedicated software. An analysis was used in order to test the validity of the research hypothesis, being it One Sample Student’s T-Test. With this research, the purpose was to identify which of the user needs posed a positive effect regarding the usage of TwitchTv. The main conclusions were that the affective need has a positive effect in TwitchTv usage, while there’s no evidence to support other needs having a positive effect concerning TwitchTv usage. Concerning future research, this dissertation addresses the interest of expanding the scope of research to not only TwitchTv as a streaming platform but to other online networks, due to the suitable approach of User and Gratifications theory.O streaming de jogos tem tido um aumento vasto ao longo desta década, tendo totalizado 1.9 mil milhões de horas de vídeo na TwitchTv apenas em Agosto, refletindo um aumento anual de 27% (Gamesindustry, 2021). Esta dissertação tem como objetivo primário a quantificação da relevância motivacional que um espectador português tem no que diz respeito a conteúdo de streaming gaming na plataforma online denominada de TwitchTv, abordando adicionalmente a evolução de streaming e gaming. Um questionário foi criado e partilhado numa variedade de plataformas online de social media a fim de reunir dados para analisá-los via um software dedicado. Uma análise foi utilizada de modo a testar a validade das hipóteses de pesquisa, sendo esta o Teste-t para uma amostra. Com esta pesquisa, o propósito é identificar qual das necessidades do utilizador propõe um efeito positivo de acordo com o uso da TwitchTv. As conclusões principais foram as de a necessidade afetiva tem um efeito positivo no uso da TwitchTv, enquanto não existe prova para suportar as outras necessidades de terem um efeito positivo em relação ao uso da TwitchTv. No que se refere a pesquisas futuras, esta dissertação aborda o interesse de expandir o alcance da pesquisa para não apenas TwitchTv como uma plataforma de streaming, mas para outras redes online, devido à abordagem adequada da teoria do Utilizador e Gratificações.2022-04-02T10:50:36Z2022-01-20T00:00:00Z2022-01-202021-11info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10071/24974TID:202947998engRato, João Paulo Casimiro da Costa Amaralinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-07-07T03:46:34Zoai:repositorio.iscte-iul.pt:10071/24974Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T18:31:40.346100Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse |
dc.title.none.fl_str_mv |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership |
title |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership |
spellingShingle |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership Rato, João Paulo Casimiro da Costa Amaral TwitchTv Esports Streaming Motivation Motivação |
title_short |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership |
title_full |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership |
title_fullStr |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership |
title_full_unstemmed |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership |
title_sort |
What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership |
author |
Rato, João Paulo Casimiro da Costa Amaral |
author_facet |
Rato, João Paulo Casimiro da Costa Amaral |
author_role |
author |
dc.contributor.author.fl_str_mv |
Rato, João Paulo Casimiro da Costa Amaral |
dc.subject.por.fl_str_mv |
TwitchTv Esports Streaming Motivation Motivação |
topic |
TwitchTv Esports Streaming Motivation Motivação |
description |
Gaming streaming has been increasing vastly throughout this decade, having a total of 1.9 billion hours of video on TwitchTv in August alone, reflecting a 27% year- over-year growth (Gamesindustry, 2021). This dissertation’s primary objective is to quantify the motivational relevance that a Portuguese viewer has concerning gaming streaming content in the online platform denominated TwitchTv, additionally addressing the evolution of streaming and gaming. A questionnaire was created and shared on a multitude of social media platforms in order to gather data to analyze it via a dedicated software. An analysis was used in order to test the validity of the research hypothesis, being it One Sample Student’s T-Test. With this research, the purpose was to identify which of the user needs posed a positive effect regarding the usage of TwitchTv. The main conclusions were that the affective need has a positive effect in TwitchTv usage, while there’s no evidence to support other needs having a positive effect concerning TwitchTv usage. Concerning future research, this dissertation addresses the interest of expanding the scope of research to not only TwitchTv as a streaming platform but to other online networks, due to the suitable approach of User and Gratifications theory. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-11 2022-04-02T10:50:36Z 2022-01-20T00:00:00Z 2022-01-20 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
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http://hdl.handle.net/10071/24974 TID:202947998 |
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eng |
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openAccess |
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application/pdf |
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