Publication
Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view
| datacite.subject.fos | Humanidades::Artes::Jogos Digitais | por |
| dc.contributor.advisor | Fernandes, Farley Millano de Mendonça | |
| dc.contributor.author | Santos, Gabriel Guimarães Canavarro dos | |
| dc.date.accessioned | 2021-01-14T14:40:27Z | |
| dc.date.available | 2021-01-14T14:40:27Z | |
| dc.date.issued | 2020-07-27 | |
| dc.date.submitted | 2020-06-26 | |
| dc.description.abstract | 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. | eng |
| dc.identifier.tid | 202572366 | |
| dc.identifier.uri | http://hdl.handle.net/10400.6/10959 | |
| dc.language.iso | eng | por |
| dc.subject | Counter-Strike Global Offensive | por |
| dc.subject | Cs:go | por |
| dc.subject | Electronic Sports | por |
| dc.subject | Esports | por |
| dc.subject | Game Design | por |
| dc.subject | Game Streaming | por |
| dc.subject | Uses and Gratifications | por |
| dc.title | Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view | por |
| dc.type | master thesis | |
| dspace.entity.type | Publication | |
| rcaap.rights | openAccess | por |
| rcaap.type | masterThesis | por |
| thesis.degree.name | 2º Ciclo em Design e Desenvolvimento de Jogos Digitais | por |
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