2,582 research outputs found

    Video Highlight Prediction Using Audience Chat Reactions

    Full text link
    Sports channel video portals offer an exciting domain for research on multimodal, multilingual analysis. We present methods addressing the problem of automatic video highlight prediction based on joint visual features and textual analysis of the real-world audience discourse with complex slang, in both English and traditional Chinese. We present a novel dataset based on League of Legends championships recorded from North American and Taiwanese Twitch.tv channels (will be released for further research), and demonstrate strong results on these using multimodal, character-level CNN-RNN model architectures.Comment: EMNLP 201

    A identidade dos fãs de esports com o evento e a marca patrocinadora : caso de estudo da LG no FPF Open Challenge

    Get PDF
    This study aims to explore the eSports fans’ identity on sponsor-sponsee relationship, as well as understand the effects on their behavioural intentions. Data were collected among Portuguese eSports fans (n = 356) who attended at the 2021 FPF Open Challenge, using an online questionnaire. A confirmatory factor analysis (CFA) analysed the psychometric properties of the constructs, and a subsequent structural equation model (SEM) examined the effects of fan identity on two behavioural intention and on sponsor-sponsee relationship. Results evidence that highly identified fans with eSports are more committed towards the event and tend to have a positive word-of-mouth intention, while those who have higher brand identification reported the highest connection to the event sponsor-brand and then tend to purchase its products. Moreover, our findings also provide evidence of the bidirectional interaction between fan’ identity with eSports event and its sponsor-brand, leading to greater reciprocity on their social identity formation. Managerial implications focus on strengthening the social identity of fans as a way to understand their future behaviours

    Online engagement on esports streams

    Get PDF
    The global esports market is expected to generate 950 million dollars online in 2020, being 18.2 million from streaming with an audience of 495 million and has been growing 10% per year, opening opportunities for brands to connect with their clients (Newzoo, 2020). This dissertation goal is to understand how esports streams viewers experience can influence ultimately impact their reaction on brands advertising on the stream. More specifically, how esports streams viewing experience influences online engagement and how does online engagement influence brand attitude and purchase intention. A questionnaire was elaborated and shared on social media related to gaming and the data collected was analysed using a quantitative analysis using simple linear regression models. Main findings are that experience does have a positive impact on online engagement and online engagement has a positive impact on purchase intention, while there was no evidence of online engagement having impact on brand attitude. The main takeaways from this analysis is that a positive experience watching esports plays a vital role on engagement highlighting the importance of a quality content being produced can make advertising during the stream more effective, thus resulting in better ROI results for brands. Was also found that consumers are more subject to commercial aspects being communicated from advertising than branding aspects. As for further research this dissertation opens questions for how does experience and online engagement influence other variables and if there are different results depending on the type of streams.Espera-se que o mercado global de esports gere 950 milhões de dólares online em 2020, sendo 18,2 milhões de streaming com uma audiência de 495 milhões e tem vindo a crescer 10% ao ano, abrindo oportunidades para as marcas se conectarem com seus clientes (Newzoo, 2020). O objetivo desta dissertação é entender como a experiência dos espectadores de esports streams pode influenciar o impacto de publicidade de presente nas streams. Mais especificamente, como a experiência a ver esports streams influencia o online engagement e como esse influencia a atitude da marca e a intenção de compra. Um questionário foi elaborado e partilhado nas redes sociais relacionadas com jogos e os dados foram analisados por forma quantitativa usando modelos de regressão linear simples. As principais conclusões são que a experiência tem um impacto positivo no online engagement e o online engagement tem um impacto positivo na intenção de compra, porém não existe evidência de que o online engagement tenha impacto na atitude da marca. A principal conclusão é que uma experiência positiva a ver esports streams desempenha um papel vital no online engagement, destacando a importância de um conteúdo de qualidade para tornar a publicidade mais eficaz, resultando em melhores resultados de ROI. Também foi constatado que os consumidores estão mais sujeitos aos aspectos comerciais sendo comunicados pela publicidade do que aos aspectos de branding. Para investigação futura, esta dissertação abre questões sobre como a experiência e o online engagement influenciam outras variáveis e se existem resultados diferentes dependendo do tipo de stream

    The Cowl - v.82 - n.22 - Apr 19, 2018

    Get PDF
    The Cowl - student newspaper of Providence College. Volume 82, Number 22 - April 19, 2018. 28 pages

    The Cowl - v.83 - n.16 - Feb 7, 2019

    Get PDF
    The Cowl - student newspaper of Providence College. Vol. 83 No. 16 - February 7, 2019. 24 pages

    EVERYDAY GAMING INDUCES AMATEUR ESPORTS PARTICIPATION THROUGH COMMITMENT

    Get PDF
    Electronic sports (esports), as a professionalized form of organized video game competition, enjoys incredibly high popularity worldwide. Its current limitation necessitates the emergence of amateur esports, a specific form of esports designated for mass gamer participation. As amateur esports is in the initial developmental stage, mass gamers’ transformation into amateur participants is the current focus. However, we know little about this transformation due to scant research. Thus, this study attempts to understand the transformation of mass gamers into amateur esports participants by investigating the relationship between mass gamers’ everyday gaming behaviors and their amateur esports participation. Specifically, relying on use and gratification theory, this study learns what everyday gaming behaviors impact amateur esports participation intention. Furthermore, this study also explains the mechanism of these influences through the lens of commitment. This study contributes to research and practice regarding amateur esports development

    What makes you watch it when you can play it?: the evolution of gaming streaming and the motivational factors concerning viewership

    Get PDF
    Gaming streaming has been increasing vastly throughout this decade, having a total of 1.9 billion hours of video on TwitchTv in August alone, reflecting a 27% year- over-year growth (Gamesindustry, 2021). This dissertation’s primary objective is to quantify the motivational relevance that a Portuguese viewer has concerning gaming streaming content in the online platform denominated TwitchTv, additionally addressing the evolution of streaming and gaming. A questionnaire was created and shared on a multitude of social media platforms in order to gather data to analyze it via a dedicated software. An analysis was used in order to test the validity of the research hypothesis, being it One Sample Student’s T-Test. With this research, the purpose was to identify which of the user needs posed a positive effect regarding the usage of TwitchTv. The main conclusions were that the affective need has a positive effect in TwitchTv usage, while there’s no evidence to support other needs having a positive effect concerning TwitchTv usage. Concerning future research, this dissertation addresses the interest of expanding the scope of research to not only TwitchTv as a streaming platform but to other online networks, due to the suitable approach of User and Gratifications theory.O streaming de jogos tem tido um aumento vasto ao longo desta década, tendo totalizado 1.9 mil milhões de horas de vídeo na TwitchTv apenas em Agosto, refletindo um aumento anual de 27% (Gamesindustry, 2021). Esta dissertação tem como objetivo primário a quantificação da relevância motivacional que um espectador português tem no que diz respeito a conteúdo de streaming gaming na plataforma online denominada de TwitchTv, abordando adicionalmente a evolução de streaming e gaming. Um questionário foi criado e partilhado numa variedade de plataformas online de social media a fim de reunir dados para analisá-los via um software dedicado. Uma análise foi utilizada de modo a testar a validade das hipóteses de pesquisa, sendo esta o Teste-t para uma amostra. Com esta pesquisa, o propósito é identificar qual das necessidades do utilizador propõe um efeito positivo de acordo com o uso da TwitchTv. As conclusões principais foram as de a necessidade afetiva tem um efeito positivo no uso da TwitchTv, enquanto não existe prova para suportar as outras necessidades de terem um efeito positivo em relação ao uso da TwitchTv. No que se refere a pesquisas futuras, esta dissertação aborda o interesse de expandir o alcance da pesquisa para não apenas TwitchTv como uma plataforma de streaming, mas para outras redes online, devido à abordagem adequada da teoria do Utilizador e Gratificações

    Esports Curricula in U.S. Post-Secondary Institutions: A Case Study

    Get PDF
    Although the concept of Esports competency has been widely recognized, it is not yet well understood by the various educational institutions that have started offering certification programs in this field. This study aims to provide a comprehensive analysis of the multiple principles that have been established to promote this specialization. The increasing popularity of gaming and esports has led to the development of a wide range of educational programs that are geared toward addressing the needs of the future workforce. Although the goal of these programs is to provide a comprehensive view of the various facets of this field, the process of teaching them is still new. The goal of this study was to explore the common learning competencies that are developed in the post-secondary education of gamers and Esports in the United States. It was also conducted to identify the potential advantages of working in this field, over the traditional sports industry. Although esports has been included in various post-secondary education programs, such as secondary and post-secondary, it is not yet considered a completely new field. The findings of this study will be used to develop an interdisciplinary program in this field. Through the object collection process, the researcher was able to identify the various materials that are used in the education of esports students. These included the program descriptions and job postings for positions in the industry. She also examined the curriculum and course syllabi. Secondary data were then collected from a school that has an esports program. This type of data was used to analyze the program\u27s engagement and effectiveness. These quantitative data will be used to study how these programs are implemented in practice
    • …
    corecore