Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.6/10959 |
Resumo: | The following study was created with the objective of understanding what are the main reasons that make people watch the game Counter-Strike Global Offensive (CS: GO). As Lee and Schoenstedt have stated on their research (Lee & Schoenstedt, 2011), there are similarities and differences on the consumption behaviors of the eSports if compared to traditional sports. Eight research questions were created during the literature discussion and two surveys were distributed to gather spectator feedback. The first survey was designed to reach viewers who attend live CS:GO events and also eSports fans at the university and the second was digitally designed to reach more people over the internet. In addition, a literature review was made and published separately to serve as a reference base for this study. In this academic work, we discuss some of the common thoughts on what are the big factors for the competitive electronic sports are receiving so much media attention and after analyzing the quantitative data of the surveys, answer the research questions proposed. In total we obtained 283 valid answers, and all 26 questions of the digital survey were analyzed. The responses were divided into two groups, A and B, where the first gathered the responses that indicate CS:GO as the person's favorite eSport and the other are all other responses from all other eSports fans. Finally, the responses of both groups were compared together with the respective data and represented in graphs and tables for better visualization. |
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Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of viewCounter-Strike Global OffensiveCs:goElectronic SportsEsportsGame DesignGame StreamingUses and GratificationsDomínio/Área Científica::Humanidades::Artes::Jogos DigitaisThe following study was created with the objective of understanding what are the main reasons that make people watch the game Counter-Strike Global Offensive (CS: GO). As Lee and Schoenstedt have stated on their research (Lee & Schoenstedt, 2011), there are similarities and differences on the consumption behaviors of the eSports if compared to traditional sports. Eight research questions were created during the literature discussion and two surveys were distributed to gather spectator feedback. The first survey was designed to reach viewers who attend live CS:GO events and also eSports fans at the university and the second was digitally designed to reach more people over the internet. In addition, a literature review was made and published separately to serve as a reference base for this study. In this academic work, we discuss some of the common thoughts on what are the big factors for the competitive electronic sports are receiving so much media attention and after analyzing the quantitative data of the surveys, answer the research questions proposed. In total we obtained 283 valid answers, and all 26 questions of the digital survey were analyzed. The responses were divided into two groups, A and B, where the first gathered the responses that indicate CS:GO as the person's favorite eSport and the other are all other responses from all other eSports fans. Finally, the responses of both groups were compared together with the respective data and represented in graphs and tables for better visualization.Fernandes, Farley Millano de MendonçauBibliorumSantos, Gabriel Guimarães Canavarro dos2021-01-14T14:40:27Z2020-07-272020-06-262020-07-27T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.6/10959TID:202572366enginfo: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:RCAAP2023-12-15T09:53:03Zoai:ubibliorum.ubi.pt:10400.6/10959Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:50:50.209681Repositório 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 |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view |
title |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view |
spellingShingle |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view Santos, Gabriel Guimarães Canavarro dos Counter-Strike Global Offensive Cs:go Electronic Sports Esports Game Design Game Streaming Uses and Gratifications Domínio/Área Científica::Humanidades::Artes::Jogos Digitais |
title_short |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view |
title_full |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view |
title_fullStr |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view |
title_full_unstemmed |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view |
title_sort |
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view |
author |
Santos, Gabriel Guimarães Canavarro dos |
author_facet |
Santos, Gabriel Guimarães Canavarro dos |
author_role |
author |
dc.contributor.none.fl_str_mv |
Fernandes, Farley Millano de Mendonça uBibliorum |
dc.contributor.author.fl_str_mv |
Santos, Gabriel Guimarães Canavarro dos |
dc.subject.por.fl_str_mv |
Counter-Strike Global Offensive Cs:go Electronic Sports Esports Game Design Game Streaming Uses and Gratifications Domínio/Área Científica::Humanidades::Artes::Jogos Digitais |
topic |
Counter-Strike Global Offensive Cs:go Electronic Sports Esports Game Design Game Streaming Uses and Gratifications Domínio/Área Científica::Humanidades::Artes::Jogos Digitais |
description |
The following study was created with the objective of understanding what are the main reasons that make people watch the game Counter-Strike Global Offensive (CS: GO). As Lee and Schoenstedt have stated on their research (Lee & Schoenstedt, 2011), there are similarities and differences on the consumption behaviors of the eSports if compared to traditional sports. Eight research questions were created during the literature discussion and two surveys were distributed to gather spectator feedback. The first survey was designed to reach viewers who attend live CS:GO events and also eSports fans at the university and the second was digitally designed to reach more people over the internet. In addition, a literature review was made and published separately to serve as a reference base for this study. In this academic work, we discuss some of the common thoughts on what are the big factors for the competitive electronic sports are receiving so much media attention and after analyzing the quantitative data of the surveys, answer the research questions proposed. In total we obtained 283 valid answers, and all 26 questions of the digital survey were analyzed. The responses were divided into two groups, A and B, where the first gathered the responses that indicate CS:GO as the person's favorite eSport and the other are all other responses from all other eSports fans. Finally, the responses of both groups were compared together with the respective data and represented in graphs and tables for better visualization. |
publishDate |
2020 |
dc.date.none.fl_str_mv |
2020-07-27 2020-06-26 2020-07-27T00:00:00Z 2021-01-14T14:40:27Z |
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/10400.6/10959 TID:202572366 |
url |
http://hdl.handle.net/10400.6/10959 |
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TID:202572366 |
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eng |
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eng |
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info:eu-repo/semantics/openAccess |
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openAccess |
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application/pdf |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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