Date of Publication

1-31-2022

Document Type

Bachelor's Thesis

Degree Name

Bachelor of Science in Interdisciplinary Business Studies

Subject Categories

Marketing | Other Business

College

Ramon V. Del Rosario College of Business

Department/Unit

Decision Sciences and Innovation Dept

Thesis Advisor

Patrick R. Hariramani

Defense Panel Chair

Marinela B. Cabusao

Defense Panel Member

Ma. Louise Gena D. Crisologo

Abstract/Summary

Live video game stream has been around for a few years but only during the time of the pandemic did many utilize this as a way to both entertain themselves (viewer perspective) and earn from it (streamer perspective). The study focuses on assessing if streaming platforms has a mediating effect to both factors that influence viewer participation in live video game streaming and the viewer’s level of participation in the said stream. Here, the researchers found that Equipment, Motivation, Knowledge and Skills, Attitude and Personality, Gift-Giving, Games, Interactivity, Influencer and Affiliate Marketing, and Physiognomy have a significant positive effect to Viewer Participation individually. Collectively, changes in significance were seen wherein Knowledge and Skills, Gift-Giving, and Physiognomy were no longer significant. At the same time, Streaming Platforms was seen to significantly mediate the relationship between the factors aforementioned and Viewer Participation. Future study on the industry of live video game streaming is highly suggested by the researchers, specifically finding other factors that may affect Viewer Participation, combining current factors with other variables that future researchers may discover, or delving into specific elements of the stream, like the platforms used, games played, streamers’ actions, and the like. Results of the quantitative data analyses also matched with the qualitative data analyses (Pattern Matching), wherein data used was from the interviews conducted by the researchers with Live Video Game Streamers.

Abstract Format

html

Language

English

Format

Electronic

Keywords

Consumer behavior; Spectators; Video games industry

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Embargo Period

2-16-2022

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