What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership

Detalhes bibliográficos
Autor(a) principal: Rato, João Paulo Casimiro da Costa Amaral
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/24974
Resumo: 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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spelling 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:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-07-07T03:46:34Zoai:repositorio.iscte-iul.pt:10071/24974Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-07-07T03:46:34Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
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
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10071/24974
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instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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