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Pages:
6 pages/≈1650 words
Sources:
10 Sources
Style:
APA
Subject:
Communications & Media
Type:
Essay
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 23.76
Topic:

The Influence of YouTube Gaming Activities on the Video Game Industry

Essay Instructions:

This assignment will consist of the revised version of the Research Proposal 1 assignment and the methods/references sections. Building on the first part of the research proposal assignment (literature review), students will propose and justify a set of quantitative and/or qualitative research methods that will explore/test their research questions/hypotheses. While the literature review answers the “what” and “why” questions, the methods section of a research proposal should answer the “how” question. At least 1,500 words in length, the methods section should consist of the Participants, Materials, Design and Procedure subsections. Each subsection should be well-described and thoroughly justified.

Essay Sample Content Preview:

The Influence of YouTube Gaming Activities on the Video Game Industry
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Institution:
The Influence of YouTube Gaming Activities on the Video Game Industry
Introduction
The discussion in research proposal 1 highlighted and discussed several factors that arose from the introduction of the gaming world into the social world of YouTube. The use of the platform for gaming activities caused a plethora of activity in video game industry. There was an increase of traffic to both YouTube gaming accounts and the organizations with ownership of the video games. The result was an upsurge in interactions between the gamers, the developers, the marketers and sale persons of the products. The different interactions caused both desirable and undesirable consequences for all the parties involved. The research sought to address the following concerns:
* The effect YouTube had on the marketing aspect of the gaming industry.
* The benefits and fallbacks YouTube effected on video game companies and developers.
* The influence YouTube ensured on professional gamers.
Based on the overall observations discussed in the literature review from the first research proposal, there is need to propose quantitative or qualitative research methods to test the research questions. The essay will reflect on investigation techniques to provide insight on the questions outlined above.
Participants
The participation section of the research will focus on the consumers of video games, and the developers and video game companies. Gamers are the first set of participants to study ("Gamers On Youtube: Evolving Video Consumption", 2018;Jiow et al., 2018). Professional gamers tend to run successful YouTube gaming accounts, an activity done on full-time basis as a career (Foster, 2016; Karbun, 2015).In some instances, non- professional gamers run the accounts. Such are just YouTubers who play games online for fun, without a push from corporations. Gamers are the consumers of video games developed and consumed by video game companies. Any relevant information of interest comes from the study of consumer behavioral patterns, and the response to released products and gaming community activities. Marketers are the next group of interest ("Gamers On Youtube: Evolving Video Consumption" 2018). Information about the response of marketers to the trends and behaviors of gamers is useful to inform decisions about how dealers influence consumption of games, and so drive the progress of the gaming industry. There is importance in the study of how the salespersons determine whether the implemented approach will be successful, especially at the launch of a product.
Materials
Acquisition of proper information would necessitate the use of suitable tools for use in the venture. The first set of materials that prove useful is the statistics on all video game related activities on the social platform ("Gamers On Youtube: Evolving Video Consumption", 2018). The statistics include information on the number of gamers, the frequency with which gamers visit gaming channels, the channels gamers tend to frequent most, and gamer preferences according to gamer behavior on YouTube channels (Taylor, 2018; Ribaudo, 2017). The information on the preference of devices us...
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