簡易檢索 / 詳目顯示

研究生: 鄒易明
Jaewtrakul, Jakkrit
論文名稱: 探討電子遊戲直播平台的觀眾與直播主之關係
Investigating the Relationship between Viewer & Streamer on Video Game Live Stream Platform
指導教授: 劉世南
Liou, Shyh-Nan
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 創意產業設計研究所
Institute of Creative Industries Design
論文出版年: 2019
畢業學年度: 107
語文別: 英文
論文頁數: 98
中文關鍵詞: 電玩遊戲直播串流直播主觀眾互動關係
外文關鍵詞: Video game live streaming, Streamer, Viewer, Interaction, Relationship
相關次數: 點閱:163下載:36
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 科技的日新月異以及媒體的影響促使直播串流成為一種新個交流方式。因此,直播串流改變了大眾即時交流的方式。電玩遊戲直播串流是一種直播串流的新類別,吸引大眾加入遊戲社群使得遊戲產業得以擴增。

    本研究的目的著重於瞭解電玩遊戲直播串流平台,透過觀眾及直播主去闡明大眾觀看電玩遊戲直播的原因、探討他們之間關係以及如何將其應用在電玩遊戲社群中。本研究透過文獻探討、觀察法及對在直播串流平台中五位直播主和五位專注的深入訪談以搜集直播主與觀眾在電玩遊戲直播串流平台上的動機特性,也另外同時訪談兩對觀眾與直播主以瞭解彼此間的互動與關係。

    本研究有兩大發現。第一,觀眾收看電玩遊直播串流有五個主因,被廣告吸引、想尋找社群、成為學習者、分享看法以及獲得經驗。第二,在電玩遊戲直播串流平台上,觀眾與直播主的關係流程為起始、實驗、強化、整合及分化。

    本研究在電玩遊戲直播串流平台的調研中闡明了對觀眾收看動機及直播主與觀眾在電玩遊戲直播串流中的關係的理解。此外,本研究的發現使得觀眾與直播主在直播串流平台社群中的關係得以近一步發展也提出潛在直播主的可能性。

    With the fast growing of media technology, the live streaming creates new ways of communication. Consequentially it changes the way people communicate from offline to online with real-time interpersonal communication. Video game Live streaming is one most outburst of live streaming which expands the game industries that invite more people actively participate in the game community.
    The objective of this research aims to better understand the video game live stream platform through both viewer and streamer and their interaction to explore the reason why many people watch video game live stream and to explore what relationship that they have and how to adapt it to the video game community. This research adopted literature review, observation and in-depth interview of five viewers and five streamers in video game live stream industry to collect data about their motivation characteristic and conducted interviews to two pairs of viewer and streamer to understand the interaction and relationship development between them across time.
    The findings show two main results. Firstly, we identify five main reasons why viewers want to watch video game live has as being attracted by advertisements, seeking for a community, being learners, sharing opinions, and getting experiences. Secondly, the interactions and relationship development between viewer and streamer in video game live stream platform operate across phrases of initiating, experimenting, intensifying, integrating, and then differentiating.
    The study contributes to clarify understanding of viewer motivation to watch and the relationship between the viewer and the streamer in video game live stream. And the implications of these findings empower to develop the relationship between viewer and streamer in video game live stream community and to present a possibility for new streamers who want to jump into this industry.

    摘要 iii ABSTRACT iv ACKNOWLEDGEMENT vi CHAPTER 1 1 1.1 Research Background 1 1.2 Research Motivation 4 1.3 Research Scope 5 1.4 Research Objectives and Question 5 CHAPTER 2 7 2.1 Video Live Stream 7 2.1.1 Evolution of Live Streaming 8 2.1.2 Video Game Live Streaming Characteristic 14 2.1.3 E-Sports 15 2.1.4 Game Spectatorship 16 2.2 Viewer 18 2.2.1 Uses and gratifications 19 2.2.2 Fandom 21 2.2.3 User-Generated Content 23 2.2.4 Sense of community 23 2.3 Streamer 25 2.3.1 Dramaturgical theory 26 2.3.2 Teacher-Learner Interaction 27 2.3.3 Expertise 27 2.4 Video Game Live Stream Twitch Platform 28 2.5 Players and Viewers Interaction 33 2.5.1 Interaction Stages 36 CHAPTER 3 41 METHODOLOGY 41 3.1 Research Framework 41 3.2 Research Methodology 43 3.2.1 Research Observation 44 3.2.2 In-Depth Interview 45 CHAPTER 4 46 4.1 Case Introduction 46 4.1.2 Case Study Genghiskhanz 47 4.1.3 Case Study Armzi 49 4.2 In-depth interview 53 4.3 Viewer and Streamer Characteristic 56 4.4 Viewer and Streamer Relationship 70 CHAPTER 5 76 5.1 Conclusion 76 5.1.1 Why viewer wants to watch streamer in video game live stream platform? 76 5.1.2 What relationship between viewer & streamer in video game live stream platform? 79 5.2 Implication 80 5.2.1 Video live streaming future 81 5.2.2 Industries development 81 5.2.3 Live stream community 82 5.3 Discussion 82 5.4 Study Contribution 83 5.5 Limitation 83 5.6 Suggestion for future 84 Reference 85 Appendix 1: In-Depth Interview Guideline 89 Appendix 2: Cases Study Statistics 93

    Adler, R. B., & Rodman, G. (2003). Understanding ding human communication (8th ed.). Oxford University Press.
    Andreas, R. (2017). Performing on a digital stage A Twitch.tv case study on streamer behavior.
    Bondad Brown, B. Rice, R. & Pearce, K. (2012). Influences on tv viewing and online user- shard video use: demographics, generations, contextual age, media use, and audience activity. Journal of Broadcast & Electronic Media
    Bruns, A. (2009). The user-led disruption: self-(re)broadcasting at Justin.tv and elsewhere.
    Cantril, H. (1942). Professor quiz: A gratifications study. In P. F. Lazarsfeld & F. Stanton.
    Cheung, G., and Huang, J. (2011). Starcraft from the stands:understanding the game spectator.
    Consalvo, M. (2017). Player one, playing with others virtually: What’s next in game and player studies. Critical Studies in Media Communication.
    Crouch, C. H., & Mazur, E. (2001). Peer instruction: Ten years of experience and results. American Journal of Physics.
    Deng, J., Cuadrado, F., Tyson, G., & Uhlig, S. (2015). Behind the game: Exploring the twitch streaming platform. 2015 International Workshop on Network and Systems Support for Games (NetGames),
    ESC. (2018). "2018 World Championshiphttps" Retrieved from ESC: https://esc.watch/tournaments/lol/worlds-2018
    Gamble, T. K., & Gamble, M. (2005). Communication works (8th ed.). McGraw-Hill.
    Goffman, E. (1990). The presentation of self in everyday life,Penguin books.
    Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media.
    Harboe, G., Massey, N., Metcalf, C., Wheatley, D., and Romano, G. (2008). The uses of social television. Comput Entertain. 6, 1, Article 8 (2008).
    Holt, D. (2016). Branding in the age of social media. Harvard Business Review. Retrieved from HBR: https://hbr.org/2016/03/branding-in-the-age-of-social-media.
    Kaytoue, M., Silva, A., Cerf, L., Meira, W., & Raïssi, C. (2012). Watch Me Playing, I am a Professional.
    King, A. (1993). From sage on the stage to guide on the side. College Teaching.
    Knapp, M. L. (1978). Social Intercourse: From Greeting to Goodbye. Boston, MA: Allyn and Bacon.
    Knapp, M. L. (1984). Interpersonal Communication and Human Relationships. Boston, MA: Allyn and Bacon.
    McCracken, G. (1989). Who is the Celebrity Endorser? Cultural Foundations of the Endorsement Process. Journal of consumer research.
    Mcmillan, D., and Chavis, D. (1986). Sense of community: A definition and theory. Journal of Comm. Psych.
    Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass Communication & Society.
    Shimp, T.A. (2003). Advertising, promotion: Supplemental aspects of integrated marketing communincations (5th ed.). Forth worth, Tex.: Dryden.
    Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An
    empirical study on the motivations of Twitch users.
    Smith, T., Obrist, M., & Wright, P. (2013). Live-streaming changes the (video) game.
    Tae Kim (2018). Tyler 'Ninja' Blevins explains how he makes more than $500,000 a month
    playing video game ‘Fortnite’ Retrieved from CNBC: https://www.cnbc.com/2018/03/19/tyler-ninja-blevins-explains-how-he-makes- more than-500000-a-month-playing-video-game- fortnite.html.
    Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming.
    Thomas P. B. Smith, M. O., Peter Wright (2013). Live-Streaming Changes the (Video) Game.
    Tuten, T.L. & Solomon, M.R. (2015). Social media marketing (2nd ed.). Los Angeles, CA: Sage Publications.
    Twitch 2017 (2017). Twitch Year In Review Retrieved from Twitch: https://www.twitch.tv/year/2017/.
    Twitch, (2018). Twitch 2016 retrospective. Retrieved from Twitch: http://www.twitch.tv/year/2016.
    Twitchmetrics (2018).The Most Watched Fortnite Twitch Streamers December 2018.
    Twitchmetrics (December 2018) Retrieved from Twitchmetrics: https://www.twitchmetrics.net/channels/viewership?game=Fortnite.
    Wagner, M. G. (2006). On the Scientific Relevance of eSports. Conference on Internet Computing and Conference on Computer Game Development.

    下載圖示 校內:立即公開
    校外:立即公開
    QR CODE