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The influence of online video game transmissions on the behavior of university student gamers in Peru

  • Universidad Peruana de Ciencias Aplicadas

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationProceedings of the 2021 IEEE 1st International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781665407052
DOIs
StatePublished - 2021
Event1st IEEE International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021 - Lima, Peru
Duration: 16 Dec 202118 Dec 2021

Publication series

NameProceedings of the 2021 IEEE 1st International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021

Conference

Conference1st IEEE International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
Country/TerritoryPeru
CityLima
Period16/12/2118/12/21

Keywords

  • Ciberagresión
  • Comunidades digitales
  • E-sports
  • Plataformas digitales
  • Streamers
  • Style

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