TY - GEN
T1 - The influence of online video game transmissions on the behavior of university student gamers in Peru
AU - Chumpitaz, Pablo Andres Espinoza
AU - Leon, Victor Omar Vite
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - Esports are a contemporary phenomenon that has grown exponentially in recent years. These digital skills arise from the variety of video games that have become popular globally. This is how online pages were born that function as a meeting point for millions of video game fans around the world. For this research, the interpretive paradigm was used, with a qualitative approach and a phenomenological design. The sample consisted of 10 university student gamers from Lima Metropolitana, followers of Dota 2 online broadcasts via streaming. The indepth interview was used as a data collection technique. The objective of this research was to analyze how young university students gamers interact on streaming video platforms. The results of this research show that the anonymous nature of communications allows young people to interact emotionally with streamers, confusing entertainment with cyber-aggression. In conclusion, cyberbullying was found to be a normalized practice among college students who follow Dota 2 broadcasts via streaming.
AB - Esports are a contemporary phenomenon that has grown exponentially in recent years. These digital skills arise from the variety of video games that have become popular globally. This is how online pages were born that function as a meeting point for millions of video game fans around the world. For this research, the interpretive paradigm was used, with a qualitative approach and a phenomenological design. The sample consisted of 10 university student gamers from Lima Metropolitana, followers of Dota 2 online broadcasts via streaming. The indepth interview was used as a data collection technique. The objective of this research was to analyze how young university students gamers interact on streaming video platforms. The results of this research show that the anonymous nature of communications allows young people to interact emotionally with streamers, confusing entertainment with cyber-aggression. In conclusion, cyberbullying was found to be a normalized practice among college students who follow Dota 2 broadcasts via streaming.
KW - Ciberagresión
KW - Comunidades digitales
KW - E-sports
KW - Plataformas digitales
KW - Streamers
KW - Style
UR - http://www.scopus.com/inward/record.url?scp=85125350591&partnerID=8YFLogxK
U2 - 10.1109/ICALTER54105.2021.9675114
DO - 10.1109/ICALTER54105.2021.9675114
M3 - Conference contribution
AN - SCOPUS:85125350591
T3 - Proceedings of the 2021 IEEE 1st International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
BT - Proceedings of the 2021 IEEE 1st International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 1st IEEE International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
Y2 - 16 December 2021 through 18 December 2021
ER -