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Analysis Of The Current Situation And Reasons For Users To Choose E-sports Live Broadcast Platforms

Posted on:2021-01-03Degree:MasterType:Thesis
Country:ChinaCandidate:Y J ZhouFull Text:PDF
GTID:2517306191990949Subject:Journalism
Abstract/Summary:PDF Full Text Request
The e-sports industry was deeply regulated by policies in the early days.In recent years,with the government's recognition of its sports attributes and economic value,it has developed rapidly.As a part of the e-sports industry,e-sports live broadcasting not only has great economic value,but also promotes the creation of new careers.This research takes the e-sports live platforms and users who watch e-sports live broadcasts as research objects,and uses the participatory observation method,questionnaire survey method and in-depth interview method to study the current status of the platform and users and the factors affecting user selection,and draws the following conclusions:(1)China at the current stage,from the comprehensive consideration of technology,competition rights,contracted teams,and number of anchors,the four high-quality platforms are Huya,Douyu,Penguin E-sports,and Bilibili.(2)The target users of the e-sports live broadcast platform are 18-36 years old people,with a bachelor's degree or below and a disposable income of 3,000-8000 yuan per month.They can use the Internet and electronic products proficiently and have a fixed leisure time.Men are more likely to watch e-sports live.(3)Among the five influencing factors: live broadcast platform,core function,event copyright,media,anchors,group identity and friends,core function,event copyright and anchors play a decisive role.Media,group identity and friends have a subtle influence.(4)The shortcomings of the e-sports live broadcast platform are:(1)lack of effective barrage and comment purification screening mechanism;(2)comparing with the well-developed video website such as i QIYI,the function needs to be improved;(3)They are not easy for users who do not know the rules of the game to understand the E-sports live;(4)The current e-sports commentary cannot meet the needs of some users who want to learn by watching the event;(5)The e-sports anchor industry needs to be regulated and limited.According to the conclusions of the study,four suggestions are proposed for the e-sports live broadcast platform:(1)Improve the review ability of the barrage and comment function;(2)E-sports live broadcast add educational and entertaining functions;(3)enrich the e-sports live and improve content of the platform;(4)Increase the juvenile model and the e-sport anchor ratings system.
Keywords/Search Tags:E-sports live broadcast platform, E-sports anchor, Event copyright, Users
PDF Full Text Request
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