EVALUATION OF THE QUALITY OF THE VIDEO GAME LIVE STREAMING PLATFORM TWITCH AMONG VIEWERS OF E-SPORTS GAMES Cover Image

ANALIZA ZACHOWAŃ I MOTYWACJI WIDZÓW ROZGRYWEK E-SPORTOWYCHORAZ ICH PERCEPCJA JAKOŚCI PLATFORMY STREAMINGOWEJ VIDEO GAME LIVE TWITCH
EVALUATION OF THE QUALITY OF THE VIDEO GAME LIVE STREAMING PLATFORM TWITCH AMONG VIEWERS OF E-SPORTS GAMES

Author(s): Marcin Szóstakowski, Jacek Winiarski
Subject(s): Social Informatics
Published by: Uniwersytet Gdański
Keywords: e-sports; video game live streaming; Twitch;

Summary/Abstract: This article covers the broad area of e-sports and touches on the research problem of passive participation in e-sports broadcasts and the ways in which viewers consume e-sports broadcasts. Two goals of the article are distinguished: 1) the exploration of the behavior and motivation of viewers of e-sports games, and 2) the evaluation of the video game live streaming platform Twitch among e-sports viewers. The article verifies hypotheses concerning the evaluation of the quality of the Twitch platform among e-sports viewers, as well as hypotheses concerning their behavior and motivation (time spent watching e-sports, ways of realizing this activity, and factors motivating this form of spending time). E-sport is a rapidly growing sports-viewing phenomenon with an ever-increasing market significance. In addition, it is relatively poorly studied in the scientific literature, which implies the relevance of conducting research in its field. Quantitative methods were used to explore the selected research area and verify the hypotheses. Data were collected among respondents using the CAWI technique. A proprietary method based on a modification of the E-Servqual method was used to measure the quality of the Twitch service. The data obtained provide additional insight into analyzing e-sports from the perspective of a sports-themed spectator phenomenon and help to understand the perception of e-sports viewers toward video game live streaming platforms. The results of the study indicate that e-sports viewers are active players of the games they watch play. Their passive participation in e-sports is further motivated by their desire to be entertained and their interest in a particular game. The results obtained confirm the dominant position of the Twitch platform. However, the data indicate that its users are not fully satisfied with the quality it offers to viewers of e-sports games.

  • Issue Year: 14/2022
  • Issue No: 2/S
  • Page Range: 11-27
  • Page Count: 17
  • Language: Polish