Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view

Detalhes bibliográficos
Autor(a) principal: Santos, Gabriel Guimarães Canavarro dos
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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spelling 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
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