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Online Game Streaming: The Experience of Streamer In Streaming Mobile Legend Bang Bang

Thesis Presented to English Department in Sto.Cristo National High School

In Partial Fulfillment to the requirements of the subject

Leader:
Ralph Joseph C. Ramos

Members:
Yeesha Samonte
Jhon Dee L. Dalisay
Kimberlyca A. Vargas
Michelle R. Morada

APPROVAL SHEET
This study proposal entitled “ Online Game Streaming : The Experience of Streamer In
Streaming Mobile Legends Bang Bang “ , prepared and submitted by Ralph Joseph C. Ramos,
Yeesha Samonte , Jhon Dee L. Dalisay, Kimberlyca A. Vargas , Michelle R. Morada in Partial
fulfillment of the requirements for the degree in senior high school, has been examined and
is recommended and approval for Practical Research 1

________________
Adviser

Approved by the committe Practical Research 1 with a Grade ____on March 2021

Crisanto Salonga
Chairman

Ralph Lester Espinas Eloisa Santos


Member Member

Sheran Manlogat Ballesteros


Department Head, English

Rationale of the Study

Streaming refers to any media content (live or recorded ) delivered to computers and
mobile devices via the internet and played back in real time. The term “online” can be
introduce to any activity that taking place by use of the internet and the word “game” is
referred as an activity or hobby (Lujiauzy, 2011)

The benefits of streaming a online game is you can get a money by viewer that give
you a stars while you are streaming, you can convert the stars into money, that is why other
streamers now is rich.

Video game streaming has become a popular source of video game intertainment, it
allows viewer to see absolute video gameplay in actual time bring more than 100 million
different viewers each month. Each stream also has its own chat room, where viewers can
interact with other viewers and with streamer. (Foster, 2016)

We found that, on the contrary, players streaming significantly deteriorated in game


performance. This can be caused by the burden of carrying out two deep activities at the
same time, namely, playing game and making commentary for streaming purposes. (Matsui,
Sapienza and Ferrara, 2020)

Video gaming present both positive and negative experiences in the lives of gamers.
The negative experience mainly resulted from using video games as a coping strategy for
other life aggravation. (Cabeza, Sanchez and Fuentes, 2020)

This article examine how women in Singapore and the Philippines live game streamers
in sense that they present themselves as performers and gamers in a medium dominated by
western games, performers and platforms. (Alvarez, Chen, 2021)

A new way of producing branded content has been brought to customers through
video game streaming. Millions of broadcasters and viewers are received by popular
streaming platforms every month, and the current examines the impact of this type of
content created by users on consumer attitudes and behaviors. (Foster, 2016)

Before describing game streaming as a gaming practice that include public


performance and different levels of social interaction and synchrony, we first explore the
social history of gaming from the twin perspectives of communication and media
psychology, the impact of these three key elements on the uses, method, and consequences
of the game streaming as an entertainment. (Lin, Bowman, and Chen, 2019)

This study is important because it is show the experience of streamer in streaming


online game (Mobile Legend) in the study of Lin, Bowman, and Chen (2019), Lujiauzy (2011),
Foster (2016) it showed the meaning of steaming and experience of streamer in streaming
online game.

According to Evelyn (2021) the relation and experience of gamers to video game is
really showing their experience in playing video games this can lead in a goal way they can
tell the viewers that it can enchance their communication skills strategic thinking and
collaboration.

Although there are many studies conducted about online game streaming, there are
few that focus in experience of streamer in streaming online game and how they perceive
the meaning, benefits of this to them. Also this study will explore the experience of streamer
in streaming online game (Mobile Legend).

This study aims to understand the experience of streamer in streaming Mobile


Legends. The study was conducted among streamers in Barangay Santo Cristo of school year
2020-2021. This is to be conducted to streamers and what is their experience in streaming
online game in Barangay Santo Cristo.

Statement of the Problem

The study aims to understand the experience of streamer in streaming online games
the study conducted among streamers in Barangay Santo Cristo of school year 2020-2021
the results of the study is to know their experience in streaming as a streamer specifically
the study seeks to answer the following questions.
1. What are the experience of streamer in live streaming the online games?
2. What benefits they can get in streaming?
3. What is the meaning of online game streaming?

Scope and Delimitation

The study aims to understand the experience of streamer in streaming mobile legends,
the meaning of live streaming and what benefits can streamer can get from streaming. The
study will include steamer who spend of almost 2-5 hours (2-5hrs) and streamer who play
mobile legends. Streamer who do not spend 2-5 hours and not playing mobile legends will
not be included as participants of the study. This study will include 3 streamers in Barangay
Santo Cristo of school year 2020-2021.

This qualitative study will employ a phenomenological research design.


Phenomenology is particularly positioned to help Health Professions Education (HPE)
students learn to experiences to others. Phenomenology is a format of qualitative research
that focused on the study that experience the individual in the world. (Neubauer, 2019)

Significance of the Study


Teenagers/Students – this study will provide them an idea about the experiences of a
streamer in streaming online game.
Teachers – this study will provide the teachers an idea about the experiences of a
streamer and the benefits of online game streaming
Researchers – this study will provide them a reference basis for a study

Review of Related Study

As a consequence, it is important to find out how to improve live streamers viewers


interaction. We suggest that the perceived intimacy generated by live streamers increases
online interaction with viewers, based on intimacy theory. (Liu, Sun, and Lee, 2021)

Video game franchises such as word of tank, defense of ancients and star crafts have
attracted hundreds of millions of users who also socialize with each other by gaming and
streaming Game casts, apart from playing the game. Game casts play an important role in
consumer entertainment and gaming Education as a source of users generated content
(UGC). (Jia et al.., 2016)

We suggest a description of the new web community and we show in the results that
the number of viewers in a streaming session is evolving in a predictable way, that the top of
the game audience can be interpreted and a Condorcet method can be used to smartly rank
streamer by popularity. (Kayfore et al…, 2012)

The results show that the transition from a client continues to results in detected game
quality deterioration. The willingness to keep playing under various network condition both
online and in the case of home streaming games. (Slivar et al…, 2014)
Live
video streaming and the emergence of a new web community revealed that flat forms
establish a community with viewers, provides on opportunity to interact within the eSports
community an contribute to others. Live online broadcasting leads to a content base
community that dominates traditional broadcasting methods for young boys aged 18-34.
(Edge, 2013)

Streaming video is still an issue in community network; this paper describes a project
to adopt Streamer, an open source peer to peer streaming service, to an existing population
network in Florence, Italy. (Leonardo et al.., 2015)

Observing other people play video games has become a common pastime thanks to
rapid advancements in streaming technology and the emergence of eSports. Both live video
streaming and eSports are thriving businesses today, with millions of viewers tuning in, this
opens the door for Human-Computer Interaction (HCI) research into how to support
spectator interactions. (Simone et al.., 2020)

The experience of a professional wrestler or a popstar in not highlighted in games


journalist Jim Rossignol`s overview of a 2005 televised eSports event in Seoul, South Korea.
Rossignol vivid quote, which could be mistaken for an encounter at any typical sporting
event, captures the “carnivalesque” aspect of professional gaming competitions in the form
of Korean eSports. (Sam, Tolga, and Jan, 2020)

Review of Related Literature

With all the latest things that just keep coming up, technology never ceases to amaze
us, and with all these live streaming apps and interesting new features, it seems like
technology is really changing the way people communicate with each other. Live streaming
allows you to watch an activity as it happens if you have a good internet connection for as
long as you are. (Hsu, 2016)

It is not just gamers who are becoming more diverse, by the ways people play games
as well. MITs Jackson said that some have indicated that video games should be seen in the
light as other traditional spectator activities, the emergence of streamers has just blown up
beyond belief. (Nauman, France-Presse, 2020)

Today, most users are subjected to live streams; however, the aim should be to
provide them with real-time streams, in which there is no pause between what is
transmitted and what the audience sees. Once networks, franchises, hot trivia apps, and
everyone else in this room can move from live to real-time streams, they will be able to reap
the benefits of an active audience. (Stefan, 2018)

Internet Protocol Television (IPTV) and videogame streams bring a new web specific
type of entertainment that is not applicable from traditional broadcast methods. The
merging of multiple internet technologies, social interaction and community produced
content has given birth to a web community with a huge and faithful following of fans as in
traditional sports. (Edge, Volume 4, Page 1, 2013)

This chapter explores these individual live streamers who are transforming their
private play into public entertainment. In particular, I focus on these aspiring to create a new
professional identify in this place. Whether they are “variety” broadcasters who play many
different game titles, eSports player sharing hours and hours of practice of single game,
streamers are not only developing convections for game spectatorship as they broadcast but
are also constructing a new form of work. (Taylor, Chapter 4, 2018)

Streamers have now become big celebrities in their own right, with millions of young
fans turning in on a daily basis to see their new broadcast and engage with gaming content.
If you want to engage with a younger audience, you should be familiar with streaming
industry and it`s wider influence. (Hutchinson, 2020)

We now have figures to back up the astronomical view counts seen in live streaming
since the covid-19 pandemic and lockdowns began, and they`re massive. The live streaming
industry grew 45 percent between March and April, according to Stream Elements and
arsenal, gg, and is up 99 percent over year. (Stephen, 2020)

Chapter 2

Research Design

The study will employ a phenomenological research design where a phenomenology is


particularly positioned to help Health Professions Educations (HPE) students learn to
experiences to others. Phenomenology is a format of Qualitative research that focused on
the study that experience the individual in the word. (Neubeuer, 2019)
Data Collection

The interview questions were submitted to the expert in grammar for validation
through messenger chat and file attachment. The grammarian approved the interview
questions with minimal revisions. The study was approved by the research adviser and the
school principal and data collection began. The researchers contacted the participants
through messenger and set an appointment for an interview.
The interview happened in two phases, the researchers interviewed three (3) respondents
who were also Streamers. The first respondent were asked thrice due to the inconvenience
of researcher, the respondent was observed to see the prowess upon responding to each
question. On the other hand, the second respondent was asked once as the researchers
knew the proper approach. It was observed that the second respondent was hesitant and
diffident upon answering the questions. Lastly, the third respondent has shown different
approach as the researcher asked once, the third respondent expressed the answers with
ignition and delight. It was said that streaming gave the third respondent with bliss.
The interview was conducted through face to face and was audio recorded, the researchers
and the first respondent agreed to meet up at the house of our fellow researcher because
he/she did not agree to interview at their house. And with the two (2) of our remain
respondent who were friends and both Streamers in Mobile Legends who agreed to meet up
in Minuyan and their the researcher held the interview with them.

Research Instrument

The researcher will use observation and structured interview as instrument to gather
data of the study. Observation is a method of gathering data in a systematic manner,
researcher study individual in natural environment or circumstances with all of their sense
engaged. (RWJF, 2008) Structured interview is a commonly used quantitative research
method in survey research. The goal of this method is to ensure that each interview is
conducted with the exact same questions in the exact same order. (C N Trueman, 2021)
Research Participants

The study included three (3) participants who had given his and her a consent for
interview. The participants are streamers and stream for 2-5 hours and play Mobile Legends
they are included through a purposive sampling subjects are chosen based on study aim with
the chance that each participants will create a unique and rich information of the value of
work. (Ilker, 2016)

Bibliography

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