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.
|Date of Award
|29 Mar 2022
- Universidade Católica Portuguesa
|Susana Silva (Supervisor) & Carla Martins (Co-Supervisor)
- Video games
- Live streaming