Social Media Analysis Of League Of Legends Event: Spirit Blossom
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Download Free DOCXSocial Media Analysis of League of Legends Event: Spirit BlossomJasmin M . Pocza2020
Observation of fan engagement, cross-platform interactions and how this was achieved using a signified trajectory.
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The Social Media Impact of EsportsJosé Ángel Garfias FríasRoutledge eBooks, 2022
downloadDownload free PDFView PDFchevron_rightLiking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports EventsLobna Hassan, Joseph MaceyProceedings of the 9th International Conference on Social Media and Society, 2018
There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go-including when we attend live events. Uncovering why individuals use social media during live events can help improve event organization, marketing, and the experiences of attendees. Our understanding of the motivations for using social media during live events is, however, still lacking in depth, especially in regard to emerging live events such as esports. This study aims to answer the question: what motivates the use of social media during live esports events? Data was gathered via a survey (N=255) at the 'Assembly 2016' LAN-event, a major live esports event. We examine the relationships between using various social media services and the motivations for esports spectating, through the Motivation Scale for Sports Consumption. While the results indicate that using social media services while attending Assembly 2016 was quite popular, it seemed that in many cases social media usage was a distraction from esports spectating, a core activity of the event. The results provide implications as to how marketers of live esports events should encourage or control usage of social media by attendees. CCS CONCEPTS • Information systems➝Social networks • Human-centered computing➝Social media • Networks➝Social media networks
downloadDownload free PDFView PDFchevron_rightTwitter Sentiment Analysis: Fan Engagement in Esports MatchesPeter Mawhorter2020
Sentiment analysis is used to gain an understanding of the opinions, emotions, and subjectivity of text. Twitter is a social networking service where millions of users post and interact with messages. For multiplayer video game competitions, known as esports, many fans use Twitter as a platform to react to the match progress and results. In this study, we utilize the Twitter API and analyze tweets relating to Overwatch League matches using TextBlob to compute the sentiment polarity based on POS tagging. Each tweet will be assigned a score in the range of -1 to +1. We hypothesized that tweets mentioning winning teams would include more positive sentiments on average than tweets mentioning losing teams, but our preliminary analysis (with limited data) indicates that the relationship between sentiment and match outcomes may be more complicated.
downloadDownload free PDFView PDFchevron_rightThe more we post, the better? A comparative analysis of fan engagement on social media profiles of football leaguesEdgar RomerodownloadDownload free PDFView PDFchevron_rightBetween an Arena and a Sports Bar: Online Chats of eSports SpectatorsPavel Okopnyi2020
Hundreds of thousands of spectators use Twitch.tv to watch The International, a Dota 2 eSports tournament and communicate in massive chats. In this paper, we analyse crowd behavior in these chats, disentangle features of social communication, such as contextual meanings of emojis and short messages. We apply structural topic modelling and cross-correlation analysis to investigate topical and temporal patterns of chat messages and their relation to in-game events. We show that in-game events drive the communication in the massive chat and define its emergent topical structure to a various extent. Following the discussion in communication and social computing literature, we discuss these findings in the framework of analysis of communication of physical sports crowds and outline some limitations of the 'stadium' metaphor, suggesting a complementary metaphor of 'sports bar' as a useful analytical and design device.
downloadDownload free PDFView PDFchevron_rightTexting, tweeting and playing: sporting mega events in an online environmentYair GalilydownloadDownload free PDFView PDFchevron_rightComparative Study of the Transmedia Element in Esports America, Europe, and AsiaDaiana SigilianoEsports and the Media Challenges and Expectations in a Multi-Screen Society, 2022
The popularity of the game among players, streamers, and spectators alike provides an excellent opportunity to try to understand which communication strategies are adopted by professional players in order to interact with their fan and viewer communities. Thus, the four bestpaid Fortnite players from each continent were selected and their activities were monitored on two online platforms, Twitch and Twitter, to evaluate the way in which they operated. According to Amat (2021) and Márquez and García (2020), the Twitch and Twitter platforms cooperate mutually in discussions, engagement actions, and content production related to video games. The authors claim that the platforms cooperation can be observed in several ways, such as the repercussion on Twitter of Twitch streaming, the automation of synchronous posts, the promotion on Twitter of strategies developed on Twitch, among others.
downloadDownload free PDFView PDFchevron_rightWho Is the Note-Worthy Fan? Featuring Players in the Official Facebook Communication of Mainstream Video GamesJan ŠvelchReplay. The Polish Journal of Game Studies, 2016
Fans are an essential part of video game culture. As such, they also find their way into promotion of video games, either willingly or unknowingly. In the article we aim to enrich the current understanding of fan-producer relations by providing a quantitative overview of official Facebook communication of four mainstream video games (in chronological order): Dragon Age: Inquisition (BioWare, 2014), Evolve (Turtle Rock Studios, 2015), Mortal Kombat X (NetherRealm Studios, 2015) and The Witcher 3: Wild Hunt (CD Projekt Red, 2015). Using content analysis, we explore the frequency at which fans appear on official Facebook pages, what types of fans they are, and whether they are given credit for their creations. By combining these findings with the basic metrics of user activity collected by Netvizz (Rieder, 2013), we are also able to see if these communication strategies generate greater or lesser user activity than regular promotional posts.
downloadDownload free PDFView PDFchevron_rightEngaging fans through social media: implications for team identificationKate WestbergSport, Business and Management: An International Journal, 2015
Purpose – The ubiquity of social media provides sport organizations with opportunities to communicate with fans and as a result, potentially strengthen team identification. The purpose of this paper is to contribute to emerging research on the nature of social media use by sport organizations by examining the platforms adopted over a three-year period by National Basketball Association (NBA) teams and the way in which social media is used to communicate and engage with fans. Design/methodology/approach – A content analysis was used to examine online comments posted by all 30 teams in the NBA on Facebook and Twitter during the off-season. Findings – The results demonstrate that NBA teams have embraced social media, primarily using four different types of communication to engage fans: Informing, Marketing, Personalizing and Activating. Practical implications – The authors establish that social media is an effective vehicle for sport organizations to engage with fans and to enhance tea...
downloadDownload free PDFView PDFchevron_rightIn The Context of Fan Culture and Virtual Influencer Concepts The First Digital Fan: LeothefanSerkan KaratayYeni Medya, 2024
Social media platforms, which have become carriers of new communication and expression forms in digital environments, influence communication in personal, cultural, and societal contexts. These platforms, where a variety of expression and representation forms converge, enhance visibility for influencers and fans. Furthermore, social media platforms, where artificially generated virtual characters can establish influence, manifest within the realm of 'digital reality,' and reflect human-like passions, also generate innovative forms of representation. Leo constitutes the foundation of this study both as a fan/supporter and as a virtual influencer. The study, which is framed by the convergence of sports fandom and supporter practices with fan and influencer practices, also examines the relationship between media fandom and sports fandom. In this study, a case study method was employed. The data collected in the research were obtained through descriptive analysis technique from Leo's YouTube and X accounts, and through content analysis technique from his Instagram account. The findings of the study reveal the relationship between sports fandom and media fandom with fan practices and influencer practices.
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