| Name: | Description: | Size: | Format: | |
|---|---|---|---|---|
| 4.02 MB | Adobe PDF |
Advisor(s)
Abstract(s)
The following study was created with the objective of understanding what are the main
reasons that make people watch the game Counter-Strike Global Offensive (CS: GO). As
Lee and Schoenstedt have stated on their research (Lee & Schoenstedt, 2011), there are
similarities and differences on the consumption behaviors of the eSports if compared to
traditional sports.
Eight research questions were created during the literature discussion and two surveys
were distributed to gather spectator feedback. The first survey was designed to reach
viewers who attend live CS:GO events and also eSports fans at the university and the
second was digitally designed to reach more people over the internet. In addition, a
literature review was made and published separately to serve as a reference base for this
study.
In this academic work, we discuss some of the common thoughts on what are the big
factors for the competitive electronic sports are receiving so much media attention and
after analyzing the quantitative data of the surveys, answer the research questions
proposed. In total we obtained 283 valid answers, and all 26 questions of the digital
survey were analyzed. The responses were divided into two groups, A and B, where the
first gathered the responses that indicate CS:GO as the person's favorite eSport and the
other are all other responses from all other eSports fans.
Finally, the responses of both groups were compared together with the respective data
and represented in graphs and tables for better visualization.
Description
Keywords
Counter-Strike Global Offensive Cs:go Electronic Sports Esports Game Design Game Streaming Uses and Gratifications
