TY - GEN
T1 - Percepción de la comunidad de League of Legends acerca del influencer marketing de streamers en Twitch
AU - Alvarado, Claudia
AU - Arbaiza, Francisco
N1 - Publisher Copyright:
© 2022 IEEE Computer Society. All rights reserved.
PY - 2022
Y1 - 2022
N2 - This research analyzed the strategies used by eSports streamers to influence the League of Legend community when making a purchase or brand choice and what is the perception of viewers in this regard. With this work we sought to talk about influencer marketing, but through the user's perspective and in a sector of which there is not enough information, such as the eSports market. The objective of the research is to express, through semi-structured interviews, the perception of the viewers of the League of Legends community about influencer marketing used by eSports streamers on Twitch. Additionally, the specific objectives were to expose the community's opinion about the brands involved in eSports, to identify the users' reasons for following a streamer, and to identify the streamer's influence on the purchase decision of the members of the community. It was concluded that among the main reasons for watching streams are entertainment, identification with the streamer and learning about the game. It was also discovered that although brands have great value in themselves, influencers' recommendations enhance this value thanks to their high level of expertise, authority and trust.
AB - This research analyzed the strategies used by eSports streamers to influence the League of Legend community when making a purchase or brand choice and what is the perception of viewers in this regard. With this work we sought to talk about influencer marketing, but through the user's perspective and in a sector of which there is not enough information, such as the eSports market. The objective of the research is to express, through semi-structured interviews, the perception of the viewers of the League of Legends community about influencer marketing used by eSports streamers on Twitch. Additionally, the specific objectives were to expose the community's opinion about the brands involved in eSports, to identify the users' reasons for following a streamer, and to identify the streamer's influence on the purchase decision of the members of the community. It was concluded that among the main reasons for watching streams are entertainment, identification with the streamer and learning about the game. It was also discovered that although brands have great value in themselves, influencers' recommendations enhance this value thanks to their high level of expertise, authority and trust.
KW - Community
KW - eSports
KW - Influencer marketing
KW - League of legends
KW - Streamers on Twitch
UR - https://www.scopus.com/pages/publications/85134809827
U2 - 10.23919/CISTI54924.2022.09819998
DO - 10.23919/CISTI54924.2022.09819998
M3 - Contribución a la conferencia
AN - SCOPUS:85134809827
T3 - Iberian Conference on Information Systems and Technologies, CISTI
BT - Proceedings of 2022 17th Iberian Conference on Information Systems and Technologies, CISTI 2022
A2 - Rocha, Alvaro
A2 - Bordel, Borja
A2 - Penalvo, Francisco Garcia
A2 - Goncalves, Ramiro
PB - IEEE Computer Society
T2 - 17th Iberian Conference on Information Systems and Technologies, CISTI 2022
Y2 - 22 June 2022 through 25 June 2022
ER -