본문 바로가기
KERD
논문KCI 등재

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China – focused on Player-Unknown’s Battlegrounds Streaming

3

조회

0

다운로드

0

인용

0

참고문헌

키워드

초록

The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown’s Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown’s Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

Abstract

The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown’s Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown’s Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

참고문헌 (14)

  1. Kim, Seo Yeon, "Study on storytelling of internet personal game broadcasting", Master's, pp.2015
  2. 김민정, "인터넷 개인방송의 상호작용적 특성이 온라인 관계와 시청 행태에 미치는 영향", 방송과 커뮤니케이션, 19(3), pp.84~126 (2018), 한국방송학회[DOI]
  3. 임충재, "게임과 방송 기술을 융합한 실시간 인터렉티브 퀴즈 방송 설계", 한국컴퓨터게임학회논문지, 24(2), pp.163~168 (2011), (사)한국컴퓨터게임학회
  4. 한석희, "Analyzing How and Why Video Gamers Watch Game-related Media Online: Focus on Tekken 7", 한국컴퓨터게임학회논문지, 28(4), pp.99~111 (2015), (사)한국컴퓨터게임학회[DOI]
  5. Jung, Hyun Su, "Research on the Interactivity of AfreecaTV", Master's, pp.2016
  6. 반옥숙, "인터넷 개인 방송 지속 이용의 구조적 관계에 대한 연구: 확장된 기술수용모델을 중심으로", 언론과학연구, 16(1), pp.58~95 (2016), 한국지역언론학회
  7. Lee, Eunjin, "A structural model of gamer's motivation to watch an internet personal game broadcast", Master's, pp.2016
  8. "Analysis of game stramer's four types and Summary" (2017)[URL]
  9. Lee, Jaekuk, "A study on the effects of game streamer’s broadcast on forming a game fandom in the context of story retelling", Master's, pp.2018
  10. 이성태, "문화적 환경의 차이를 고려한 게임 현지화 연구-크로스 파이어의 중국 사례를 중심으로-", 한국컴퓨터게임학회논문지, 25(3), pp.205~210 (2012), (사)한국컴퓨터게임학회
  11. "2017 China Game Live Market Research Report (2017年中国游戏直播市场研究报告)"[URL]
  12. "Douyu"[URL]
  13. "Huya"[URL]
  14. "Panda"[URL]

관련 논문AI추천

이 간행물의 다른 논문 (20건)