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An Empirical Study Of Game Streaming Types And User Satisfaction

Posted on:2020-04-18Degree:MasterType:Thesis
Country:ChinaCandidate:C N HuangFull Text:PDF
GTID:2427330623452831Subject:Journalism and communication
Abstract/Summary:PDF Full Text Request
From online games to streaming games,it is a common phenomenon for tens of millions of people to watch a group of people playing games.What is the reason behind this? When the live broadcast of the game is hot,the author conducts in-depth research on the live type of the game,and at the same time explores the satisfaction of the live type of the game,and knows which content meets the needs of the user.Through the questionnaire survey method to obtain data,the game live broadcast type as an independent variable,the user's use and satisfaction "satisfaction" as a dependent variable,from the perspective of user research,explore the game live type and satisfaction.This article divides the satisfaction of game live broadcast users into six aspects: emotional needs,understanding games,learning skills,personal integration,social integration,etc.,and designing scales suitable for domestic research based on literature and actual conditions.This study shows that the live type is more important than the game type for the user to watch the live broadcast;the competitive and skillful game type live broadcast can meet the user's understanding of the game and learning skills;the emotional demand is the game live broadcast user.Mainly watching demand,such as MOBA,FPS and TPS,the user bases with large user bases are more abundant,which can meet the various needs of users;MMORPG large-scale role-playing,sports competition and other virtual role-playing game live broadcasts satisfy the user's need for relief pressure.It has obvious effects;the more strategic games such as table games and chess,and the challenging live broadcast type can meet the individual integration needs of game live broadcast users.MMORPG large role play,teasing interaction,sheet metal equipment and so on have more communication space.Live content can more satisfy the user's social integration needs.
Keywords/Search Tags:Streaming games, Media consumption, Uses and satisfactions, Satisfaction
PDF Full Text Request
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