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Research On Users' Sense Of Immersion Of A Game Webcast Show "Panda Kill"

Posted on:2019-09-08Degree:MasterType:Thesis
Country:ChinaCandidate:L Q ChenFull Text:PDF
GTID:2428330545976056Subject:Theater, film and television
Abstract/Summary:PDF Full Text Request
With the rapid development of the e-sports industry,a large number of live-streaming platforms have been established successively.The webcasts of games have gradually developed into a business mode that is stable and mature.In order to regularize and refine the live content,the live-streaming platforms have begun to explore their independent brand programs.Panda TV,as a well-known live-streaming platform,created the program”Panda Kill”,choosing the most popular BRPG "werewolf" as the content.The program fares well through different scene settings in every episode and is relatively representative among the same kind of programs.As users are the core element of the live-streaming platforms,the study on the sense of immersion and its impact on users is of great theoretical and practical importance in improving users' stickiness and promoting the development of the live-streaming platforms.The first part of the study is a review of the flow theory.Through the combination of the theory and the program,the author found that the scene is an important factor affecting users' sense of immersion.Then the author reorganized the theory of scenes,analyzed the definition of the game webcast and the scenes as well as their relationship and then proposed the research hypothesis about users' sense of immersion according to the analysis.In order to verify the hypothesis,the users who watched "Panda Kill" were treated as the research object,and the questionnaires were compiled according to the features of the user group and the program.In addition to collecting the statistics on users' demographic variables,the questionnaires also verified the correlation between the six dimensions of immersion,namely watching purpose,program feedback,attention,sense of control,sense of time and self-feeling.At the same time,it also verified whether the scene,the degree of role engagement,the challenge level exert influence on users' sense of immersion.In addition,the usage behavior,social behavior and life changes of the users were investigated through the questionnaire.The questionnaires were issued through the official micro-blog of the program group and given out by the author online and offline and finally 1053 valid questionnaires were collected.Based on the results of the questionnaires,the author conducted in-depth interviews with four users of the program for further information.The study utilizes SPSS tools to carry out data analysis on the findings.Through the reliability/validity analysis,variance analysis,descriptive analysis and some other methods,the study verifies that different dimensions of the users' sense of immersion are highly relevant and that the scene,the degree of role engagement,the challenge level exert significant impact on users' sense of immersion.In addition,the result shows that viewing time,viewing frequency and the duration of users' exposure to the programs all have significant influence on users' sense of immersion and users' sense of immersion can also exert certain impact on users' behaviors and life.Based on the conclusion of this study and the features of the program,some suggestions on the development of the program and the development directions of the live-streaming platforms are proposed in this paper.
Keywords/Search Tags:User's sense of immersion, Game Webcast show, Panda Kill, scene
PDF Full Text Request
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