Quarter 3!





Our Official Stream!

I. Summary of Stream

The streamers started off with a simple and concise introduction, giving their names and a brief description of their identities. After the brief introduction, the streamers moved on to the topic of the stream immediately, starting with questions that revolved around the chosen topic, that being “How gaming can affect depression." The questions are as follows:


[1]What do you guys think depression does to someone physically?; [2]Loneliness is one of the main causes of depression, how do you think this can be fixed?; [3]Do you guys think there are any other ways to cure depression other than therapy?; [4]This is a very controversial topic but if a severely depressed person who's been suffering their whole life wanted to die would you let them free themselves from life or prevent them from doing so?; [5]How much do you think depression affects society?; [6]Games can help relieve stress and negative emotions but is it true that some games can also inspire violence and rude behavior?; [7]People say games are actually responsible for depression as well, what do you think about it?; [8]People say the internet and media are main causes for the sudden increase of cases of depression, what do you think about this? Do you think it’s true or false?; [9]Different video game genres affect the players emotions accordingly, which genre do you think can help cure depression the best?


All the group members participated and helped with the discussion, they gave their honest and thorough answers, opinions, and ideas regarding the topic and even helped to expand the discussion by adding more to the discussion, in the middle of the stream at a specific mark the streamers had a 5-minute break to give the members some time to breathe and go to the bathroom if needed, not only did the streamers answer the questions the streamers prepared. Before the stream, the streamers also discussed what depression and games are by giving brief descriptions.


Once the streamers ran out of questions and no longer had anything to discuss, they bid the viewers goodbye, though of course before doing so they made sure to promote their channel, reminded the viewers to like and subscribe, and thanked them for staying until the very end of the stream, which lasted for about 50 minutes and 33 seconds.


66.67% of their respondents agreed that the streamers have nothing to improve on. As much as the streamers love that feedback, the streamers know deep in themselves that the streamers need to improve some aspects of their stream, such as starting their stream, their audio, their cam, and the flow of the stream.

II. Success during the stream

Good audio, background music, and stream design are key elements in establishing a satisfying streaming experience. For the purpose of producing a satisfying listening experience, good audio quality is crucial. Setting the mood and creating an environment for the stream can be done with background music. Moreover, stream design is crucial for providing viewers with a visually appealing experience.


The audio the streamers produced, in their opinion, is the best the streamers could have done with the materials that were available to them. By doing this, viewers are certain to comprehend what the streamers are saying. The ability to clearly hear the streamer's replies and comments is another advantage of a decent microphone for a podcast session.


The streamers also believe that they made good use of the background music they chose because, after the stream, one of our classmates inquired about it and stated that it was quite appropriate for the topic. Moreover, background music can be employed to set a calm mood for a lighthearted stream or an upbeat one for a competitive game. Figure 3:(Percentage of the information new to the respondents).


Appendix

Figure 3:(Percentage of the information new to the respondents)



As shown in Figure 3, , 40% of the respondents answered 5/5 in a 1-5 question regarding how new the information is to them, whereas 26.6% answered 4/5 of the information is new to them. 56.7% of the respondents answered that the information given in the stream can be used immediately. 90% of the respondents answered yes as to whether or not they wanted to learn more about the topic.


Appendix

(Figure 6) 80% of the respondents answered that the streamers’ knowledge of the topic is excellent



As shown in Figure 6, (24)80% of the respondents agree that the streamers’ knowledge of the topic talked about in the podcast is excellent, though (6)20% of the respondents agreed that the knowledge of the streamers was only “Good”, none of the respondents answered that the knowledge of the streamers’ is fair and lastly none of the respondents answered that the streamers’ knowledge was poor


Appendix

Figure 7(Relevancy of the stream content in solving issues or challenges in life)


83.3% of the respondents agreed that the topic was relevant to their lives (Figure 7). 63.3% of the respondents rated the streamer’s ability to engage them in content as excellent (Figure 8). 76.6% of their respondents think the stream design is excellent(Figure 9). 56.6% of their respondents think their stream time is excellent (Figure 10). 73.3% of their respondents think their platform venue is excellent (Figure 11). 50% of their respondents think their stream outline’s accuracy is excellent (Figure 12). 56.6% of their respondents think their streaming session met their expectations (Figure 13). 66.6% answered that their overall stream session was excellent (Figure 14).


III. Issues with our Stream

Even though the streamers manage to stream their content on social media, there are a few things that they need to improve on. Based on their survey, 10% of their viewers mentioned that the streamers had some technical issues starting their streams. With this feedback, they plan to have at least a 5 min timer before the streamers start the stream so that they can prepare properly while their stream is running.


The second thing the streamers noticed in their stream is that their audience are not participating in chatting with them, even though the streamers have comment sections the streamers didn’t get a response when the streamers asked them “Which video game genre do you think can help cure depression the best?”, With this problem, the streamers plan to do a giveaway that might interest their audience, and maybe this will encourage them to participate in their stream.

IV. Level of Engagement

One of their problems is their audience engagement, the audience did not really participate in their comment section. So in their next stream, the streamers plan to have at least a PHP100 giveaway since the absence of an incentive is another aspect that may hinder audience involvement. Viewers could not understand the value of participating in the stream if there were no observable benefits, like awards or exclusive access. Streamers ought to think about adding rewards and incentives that motivate viewers to participate in the discussion. With that being said their energy was amazing and capped the lack of engagement of the viewers.


Overall, it is alarming that so little of our audience is participating in their broadcast. Yet, with the appropriate kind of involvement, the use of incentives, and the creation of captivating content, the streamers may successfully boost audience participation and make their viewers' viewing experience more interactive.

V. Results

Based on the analytics of their YouTube channel and Facebook page, the streamers can say that their views are on the high side. Their stream accumulated an average of about 40 views on YouTube, while on Facebook, the streamers got exceptional views of around 120+ views. The reasons the streamers can account for their high views are the remarkable effort that their group put into the promotional materials and outstanding promotion that made people more aware of their stream, which in turn raised the numbers of viewers.


According to their survey to determine the demographics of their audience, out of the 30 people who responded 70%(21) is between 11-17 years old and the last 30%(9) are split from 18-64 years old. 66.67% of respondents rated their overall stream session as excellent, 30% rated it very good lastly 3.33% rated it good.

VI. Appendix

This part of the stream analysis paper is called the “Appendix” this section highlights the responses given in the stream feedback form with the use of graphs, numerical values and pie graphs to emphasize the different answers given by each and every one of the respondents that answered the form.


Figure 1(Age of the Respondents)

Appendix

The survey's participants ranged in age from 11 to 17, with the majority (70%) falling in that age range. With 16.7% of the total responses, respondents between the ages of 18 and 24 made up the second-largest group. The remaining respondents, who made up 3.3% to 6.7% of the total, were distributed throughout the age brackets of 25-34, 45-54, and 55-64. This age distribution indicates that a younger generation, particularly those who are in their teenage years, responded eagerly to the survey.


Figure 2(Relationship of the respondents to the Streamer/s)

Appendix

According to the survey, friends of the streamers make up 56.7% of the respondents, while classmates make up 26.7%. The proportion of responders who described themselves as the streamers' parents or guardians was 6.7%. Just 3.3% of respondents identify as brothers or sisters of streamers, and the same number falls under the category of relatives. Another 3.3% of replies come from the social media community. These results point to a considerable role played by the streamers' friends and classmates in the study's data, which may have an impact on the interpretation of the finding.


Figure 4(When can the respondents use the information)

Appendix

According to the survey, 56.7% of respondents feel they can use streaming information right away, while 36.7% think they can use it during the next two to six months. Yet, just 6.7% of the respondents believe they will be able to use the knowledge after 7 to 12 months. It's interesting that none of the respondents said they would never be able to exploit the data collected by the streamers. These results imply that the respondents considered the study's stream of data to be meaningful and pertinent to their present or future requirements. No respondents indicated that the data will never be beneficial, indicating that the study's conclusions have real-world implications, making it a useful resource for those interested in the subject matter.


Figure 5(Would the respondents like to learn more about the topic)

Appendix

90% of the respondents, or the study's sample, responded "Yes" when asked if they would like to learn more about the subject. This significant percentage shows that the respondents are really interested in the topic and want to learn more about it. Just 10% of those surveyed said "No" when asked if they would like to learn more about the subject. However, it is important to keep in mind that even this tiny fraction may have a variety of excuses for not wanting to learn more, such as having enough background knowledge or a lack of interest in the subject. Overall, these findings emphasize the significance of offering more resources and knowledge on the subject to those interested, as the vast majority of respondents expressed a desire to learn more.


Figure 8(Rating of the streamers’ ability to engage the audience about the topic)

Appendix

The majority of respondents, or 63.3%, rated the streamers' ability to engage the audience about the topic as "Excellent," while 36.7% rated it as "Good," and none of the respondents gave a rating of "Fair" or "Poor." These results suggest that the streamers have been successful in grabbing the audience's attention and effectively communicating the subject matter in an engaging manner. Due to their knowledge, expertise, and communication abilities, the streamers' high ratio of "Good" ratings suggests that they are exceptionally skilled at engrossing their audience in the subject matter.  These studies emphasize the significance of excellent engagement and communication abilities in streaming, which could result in better audience engagement and satisfaction.


Figure 9(Rating of the content design of the stream)

Appendix

According to the study, a sizable majority of the respondents, accounting for 76.7%, rated the stream's content design as "Excellent," along with 20% who gave it a "Good" rating, 3.3% who gave it a "Fair," and none who gave it a "Poor" rating. These results indicate that the respondents were extremely happy with the stream's overall content design. The high proportion of "Good" ratings shows that the information was well-written, aesthetically pleasing, and informative, meeting or exceeding the audience's expectations. Although these areas are probably minor, the low percentage of "Fair" ratings suggests that there may be room for improvement in the content design. Overall, these results show the importance of creating visually appealing and informative content to engage and satisfy the audience, as it can significantly impact the audience's perception and overall satisfaction with the stream.


Figure 10(Rating of the time length/duration of the stream)

Appendix

The analysis revealed that none of the respondents rated the time length or duration of the stream as "Poor" and that 56.7% of the respondents rated it as "Excellent," along with 26.7% who said it was "Good" and 16.7% who said it was "Fair" These results indicate that the majority of the respondents were satisfied with the time length or duration of the stream. The majority of "Good" ratings suggest that the stream's length and duration were acceptable and maintained viewer interest throughout the session. According to the relatively small number of "Fair" ratings, some respondents might have thought the broadcast was either too short or too long. Overall, these data emphasize the significance of finding a balance between the duration and time length of the stream and the audience's attention span, to ensure that the audience remains engaged and satisfied.


Figure 11(Rating of the platform venue for the stream)

Appendix

The majority of the respondents, or 73.3%, gave the platform venue for the stream a "Excellent" rating, along with 23.3% giving it a "Good" rating, only 3.3% giving it a "Fair" rating, and an interestingly, none of the respondents giving it a "Poor" rating. These results indicate that the majority of the respondents were very happy with the platform venue for the stream. The large number of "Good" evaluations suggests that the platform venue offered an easy-to-use, convenient, and seamless experience for the audience. The fact that so few respondents gave the platform venue "Fair" ratings shows that some may have encountered small inconveniences or difficulties, while these problems did not materially affect their level of pleasure as a whole. To enhance audience pleasure and engagement, these findings highlight the significance of choosing an appropriate platform venue for the stream that is user-friendly, accessible, and offers a smooth experience.


Figure 12(Accuracy of the stream from the outline)

Appendix

Figure 12 shows that the majority of respondents assessed the correctness of the stream from the outline as "Good" with 50% of the respondents selecting this response. These results show that the respondents found the content of the stream to be highly accurate and aligned with the outline, which may have contributed to their positive ratings of other aspects of the stream, such as the engagement of the streamers and the content. Moreover, 40% of the respondents rated the accuracy of the stream as "Very Good" while only 10% rated it as "Good" It should be noted that none of the respondents rated the accuracy of the stream as "Fair" or "Poor" The streamers' high proportion of "Great" and "Very Good" scores suggests they did an excellent job of presenting accurate and relevant information on the topic, which likely contributed to the high level of satisfaction reported by the respondents. Overall, these findings underscore the importance of preparing a well-structured outline for the stream to ensure accuracy and relevance of the content presented.


Figure 13(Expectation compared to reality)

Appendix

The respondents were asked to judge how well their expectations matched the stream's actuality. Just 6.7% of the respondents gave it a "Fair" rating, while 3.3% gave it a "Good" or "Poor" rating. The majority of respondents (56.7%) gave it a "Excellent" rating, while 30% gave it a "Very Good" rating. Overall, the majority of respondents said that their expectations were surpassed by the actual stream experience.


Figure 14(Overall evaluation of the stream)

Appendix

The stream received a favorable assessment overall. Only 3.3% of respondents rated the stream as "Good," whereas the majority of respondents (66.7%) gave it an "Excellent" rating.


Figure 15(Recommendabilty of the stream to others)

Appendix

According to poll results, the majority of participants (70%) would highly recommend the stream to others, with 43.3% giving it a score of 10/10 and 26.7% giving it a score of 9/10. No one provided a rating of 1/10, 2/10, or 3/10; only a tiny minority (3.3%) gave a poor score of 4/10. Overall, respondents to the survey appeared to highly recommend the stream.


Figure 16(Improvability to the stream)

Appendix

The stream receives a variety of feedback. While some viewers didn't comment, others thought the stream was wonderful and entertaining. A few viewers made suggestions for enhancements, including better transitions, clearer explanations of specifics, increased practice, expansion of the gaming element, and enhanced idea exchange. While some viewers thought the stream had trouble starting, others thought it was great. Other areas for development included the quality of the camera and microphone. Generally, the responses to the broadcast were conflicting, with some recommending changes and others opining that it was already excellent.


Figure 17(Social Media Analytics)

Appendix

The Facebook posts they made regarding their stream were able to reach a total of 127 social media users. Which is pretty impressive.


Figure 18

Appendix

Their posts had a total of 131 “3-second video views” and 21 “1-minute video views” with an average of 0:45 average minutes viewed, The streamers also have a total of 15 reactions, 13 of which were hearts while 2 of them were thumbs up.


Figure 19

Appendix

The live stream's click-through rate was 29.5%, with a total of 62 views, 26 of them were unique viewers, with 78 for the Impressions.


Figure 20

Appendix

And The streamers´ had an average of 8 viewers for the entire stream, the number of viewers peaked at 12.