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LA CONSOLACION COLLEGE BACOLOD

SENIOR HIGH SCHOOL DEPARTMENT

PREFERENCES OF ONLINE STREAMERS IN LIVE VIDEO STREAMING

A Research Paper Presented to


The Faculty of Senior High School of
La Consolacion College – Bacolod

In Partial Fulfillment of the Requirements in


Practical Research I

(name)

January 2021
LA CONSOLACION COLLEGE BACOLOD
SENIOR HIGH SCHOOL DEPARTMENT

RATIONALE
Live streaming is a type of streaming in which audio or video is broadcast live over
the Internet. The media is transmitted while it is recorded, allowing viewers to watch or listen
to it in real-time.
Most live streams are delivered via multicasting. Unlike a television broadcast, a multicast only
transmits the media to users who choose to watch or listen to the stream. Multiple users can
"tune in" to a single stream, providing an efficient way of delivering the audio or video to
several locations at once
Twitch is a popular live streaming platform, which is mainly used by gamers to stream their
games live over the Internet. It is also to broadcast live eSports events. Personal streaming
platforms, such as Periscope and Facebook Live allow users to live stream video from
their smartphones. YouTube Live allows YouTube users to share videos in real-time via live
streaming.
The terms "streaming" and "live streaming" are often used interchangeably, but they have
different meanings. Streaming is delivering media over the Internet that can be played while it
is downloaded. Live streaming is a specific type of streaming that is broadcast at the same time
it is recorded (Techterms,2019).
Live streaming is a digital media broadcast over the internet, as well as a social experience
between its media users. As a broadcast, it is a live transmission by a host or ‘streamer’ about
his or her hobbies to a spectating audience. Live streaming occurs on websites such as Twitch,
Facebook Live, YouTube Live, Twitter’s Periscope, NicoNico (Japan), Afreeca (Korea),
Douyu (China) and there is an increasing diversity in activities that are performed including
video gaming, mukbang (Korean ‘eating broadcasting’), fishing, v-logging, singing, or
composing music, drawing and fitness workouts. In China, the world’s largest and most
innovative live streaming market, the revenue was estimated to be 20.6 billion Yuan for 2016
and is forecasted to have doubled to 43.6 billion Yuan in 2017.
The most popular content in terms of viewer numbers is the live streaming of video games and
its global market leader is Twitch, which describes itself as “the world’s leading social video
platform and community for gamers (Twitch, 2015).” The social experience is realized through
the communication between the participants. On Twitch, the streamer is playing a video game
while talking to his or her viewers. In turn, the viewers can send written chat messages to him
or her. So far, academic research dedicated to live streaming is limited and is spearheaded by
researchers in ethnography, sociology, game studies as well as human-computer interaction
(HCI). These studies conventionally label live streaming as a form of “conversation” or
“commentary” but often omit detailed descriptions of its language (Smith et al., 2013;
Hamilton et al, 2014).
LA CONSOLACION COLLEGE BACOLOD
SENIOR HIGH SCHOOL DEPARTMENT

Statement of the Problem


This study generally aims to determine the level of preferences of Online Streamers in
Live Video Streaming in Bacolod City for the month of December 2020.
Specifically, this study shall seek answers to the following questions:

1. What is the demographic profile of online streamers in terms of:


a. age?;
b. sex?;
c. civil status?

2. What is the level of preferences of Online Streamers in Live Video Streaming in


the following areas such as Live Streaming Platform and Content Delivery Network.

3. Is there a significant difference in areas of preferences of Online Streamers in


Live Video Streaming when grouped and compared according to age, sex, civil status
and educational attainment?
Hypothesis
There is no significant difference in areas of preferences of Online Streamers in Live
Video Streaming when grouped and compared according to age, sex, civil status.
Framework

(theory)
LA CONSOLACION COLLEGE BACOLOD
SENIOR HIGH SCHOOL DEPARTMENT

Level of Preferences of Online


Streamers in Live Video Streaming

Independent Variables
age, sex and civil status

Dependent Variables
1. Live Streaming Platform and Content
Delivery Network.

Figure 1. Schematic Diagram of the Study

Scope and Limitations

This is a quantitative study will utilize the Descriptive Quantitative approach, which is
appropriate to the objective of this study, which is to identify the level of preferences of Online
Streamers in Live Video Streaming in Bacolod City for January 2021. Quota sampling will be
utilized. The population of participants will be 300 respondents.
LA CONSOLACION COLLEGE BACOLOD
SENIOR HIGH SCHOOL DEPARTMENT

METHODOLOGY

Research Design

In this study, the researchers will use a descriptive research design that seeks to describe
and compare data from the preferences of Online Streamers in Live Video Streaming in
Bacolod City for January 2021. Quantitative research allows the researcher to familiarize
him/herself with the problem or concept to be studied, and perhaps generate hypotheses to be
tested. In this paradigm: (1) the emphasis is on facts and causes of behaviour (Bogdan &
Biklen, 1998), the form of numbers that can be quantified and summarized, (2) the
mathematical process is the norm for analysing the numeric data and (3) the final result is
expressed in statistical terminologies (Charles, 1995).

Research Locale

This research will be conducted Bacolod City Negros Occidental

Population and Sampling

To identify the target respondents, quota sampling will be utilized. The population of
participants will be 50 respondents.

Data Gathering Instrument

The instrument that will be used in collecting the data in study of the level of
preferences of Online Streamers in Live Video Streaming for January 2021 will be a self-made
questionnaire. Part 1 is the information about the profile of the respondents in the terms of age,
sex and civil status. Part II involves the measurements of the level of preferences of Online
Streamers in Live Video Streaming in the areas such as Live Streaming Platform and Content
Delivery Network. A total of 10 questions was place on the questionnaire with five (5) items
for each area. The respondents were given five numerical ratings to choose from, one (1) being
the highest to five (5) being the lowest.
For the responses to each item, the respondents were given four options to choose or
answer from. Each option will be given a numerical rate to quantify the date with the
corresponding verbal interpretation.
LA CONSOLACION COLLEGE BACOLOD
SENIOR HIGH SCHOOL DEPARTMENT

Numerical Scale Verbal Interpretation


5 Extremely Preferred
4 Very Preferred
3 Moderately Preferred
2 Slightly Preferred
1 Not at all Preferred

Validity
According to Haele, R. and Twycross, A. (2015) Validity is defined as the extent to
which a concept is accurately measured in a quantitative study. Fifteen validators will be
selected who will validate the research questionnaire. Using a content validity ratio (CVR)
scale by Lawshe, the validators are requested to score each item from 1 to 3 with a three-degree
range of “not necessary, useful but not essential, essential” respectively.

Reliability of the Study


According to Haele, R. and Twycross, A. (2015) Reliability or the accuracy of an
instrument. In other words, the extent to which a research instrument consistently has the same
results if it is used in the same situation on repeated occasions. Cronbach Alpha Method will be
used to determine the reliability of the instrument. To be reliable, it should obtained a score of
0.70 to 1.00.

Data Gathering Procedure


The researchers will provide a survey questionnaire to the respondents and will give
instructions on how to fill or answer the given questionnaire to obtain absolute or accurate with
no biased answers for the data. Whatever philosophical standpoint the researchers are taking
and whatever the data collection method (e.g., focus group, one-to-one interviews), the process
will involve the generation of large amounts of data. After the instrument will be answered,
instrument will be subjected for a statistical analysis.

Statistical Treatment

The data that will be collected in this investigation will be subjected to certain computer-
processed statistics. The descriptive statistics that will be used are frequency, percentage, mean
and standard deviation. The inferential statistical tools will be used is hypothesis testing.

For Problem 1, researchers identified the profile of the respondents according to


variables; frequency and percentage will be used. For Problem 2, researchers identified the
level of preferences of Online Streamers in Live Video Streaming in the following areas such
as Live Streaming Platform and Content Delivery Network. mean or average and standard
deviation will be used. For Problem 3, which seeks to determine the significant difference in
areas of preferences of Online Streamers in Live Video Streaming when grouped and compared
according to age, sex, civil status, T-test will be utilized.
LA CONSOLACION COLLEGE BACOLOD
SENIOR HIGH SCHOOL DEPARTMENT

REFERENCES:

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