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Audience Research On Game Live Broadcast Platforms In My Country

Posted on:2019-02-05Degree:MasterType:Thesis
Country:ChinaCandidate:Y T ZhangFull Text:PDF
GTID:2437330569977859Subject:Journalism
Abstract/Summary:PDF Full Text Request
In recent years,the internet live industry has risen rapidly,in which the live broadcast plays a leading role.In the popularity of the audience,the scale of capital,influence and other aspects,the live broadcast of the game is more than the other types of live broadcast.In particular,in 2017,the network live industry into the industry's depth adjustment period,the game live still maintain a high speed growth.The forty-first "statistics report on the development of China Internet network" shows that in 2017,the growth rate of live broadcast users was 53%.The live broadcast of the game is flourishing,the number of the audience is increasing.The research of the audience is the key of the media research.It is of great significance to study the live broadcast from the audience's perspective.The purpose of this paper is to analyze and study the audience of the live game.According to the data of the questionnaire survey,the quantitative and qualitative method is adopted.The paper tries to find out the following questions: what are the characteristics and usage habits of the live broadcast audience? What are the motivation and satisfaction of the audience? What are the characteristics of the subculture that is formed by the audience group? What is the impact of the media on the audience and how the feedback behavior of the audience is "feeding back" the media structure?The introduction and the first chapter of this paper are the first part of the paper.The introduction describes the background,significance,ways and means of the audience study of the live broadcast,and combs the relevant domestic and foreign literature.The first chapter is to clarify the definition,the basic nature,the development process and the industry status of "live broadcast",so as to pave the way for the future audiences' investigation,analysis and research.The second and third chapters are the most important part of this article.Based on the results of questionnaires,the author gives out the basic characteristics,psychological states,habits of media usage,and opinions about live broadcast of games.The results of the survey will be compared with the latest authoritative official data,such as the January 2018 China Internet development statistics report,the 2017 China online live industry thematic research.The next third chapters,with the use of the use and satisfaction theory,according to the results of the "qualitative" analysis,summed up the audience to watch the game live have great demand.The fourth and the fifth chapters are the last part of the full text.Based on the survey results,the author tries to explore the interaction between audiences' sub culture and audience media.
Keywords/Search Tags:Broadcast
PDF Full Text Request
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