Stream
Analysis
In this section, we'll take a deep review regarding the stream that happened April 23, 2022 (2nd livestream). This analysis will discuss the strengths, weaknesses, level of engagement, and viewership during the said livestream.
I. Summary of the Stream
Livestreams served as the way we can share our enjoyment and knowledge of the game. Since the first live stream went successfully, we went to do another one again. The game went live on April 23, 2022. We were able to execute a gaming live stream on our Facebook page - IV Esport which exhibited our fun gaming experience and skills on the game “Mobile Legends: Bang Bang” for the second time. This stream provided more exciting and entertaining games that were sure to give enjoyment to those who watched.
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However, several strengths and weaknesses are still prevalent during the stream. The group was able to amplify their entertainment despite simpler and less exciting game modes. Additionally, technical issues were still quite evident during the stream which impacted the viewership of our stream. As a result, the viewership level of our current stream was still low just like the first. Nonetheless, the overall performance of our stream hasn’t drastically changed but has slightly improved. In this paper, we aim to identify our strengths, weaknesses, level of engagement and viewership, and the changes we made and their impact.
II. Strengths of our Stream
The team has determined a couple of strengths in the stream. We’ll highlight the significant ones. To start, let’s first talk about entertainment. Entertainment was already the biggest strength of our past stream. However, we have decided to work on it and amplify it even more. A large share of the positive comments indicates that viewers are likely to return to the broadcast since the host and activities were interesting. They said that the streamers were very fun, energetic, enthusiastic, and lively which indicates that the entertainment was better than the last time. The majority of the respondents have also shared that they will go back to our streams and recommend it due to the said reasons. This was improved by adding another outgoing talking streamer rather than just the streaming host talking to himself or the viewers. Since the streamers are a friend of one another, they feel comfortable playing and talking with each other which gives the stream a natural but very fun feeling. Additionally, interactions with viewers remain constant which means that level of engagement remained as it is.
Another strength to be mentioned in this section is our streaming layout. At this time, we have improved the overall layout based on the comments we got from our participants. We have made the borders neater and the screen bigger. We have also revamped certain overlays so that they’ll be more pleasing to the eyes. As a result, all the respondents said that the streaming layout was very good and/or excellent (86.7% rated it as 5 while the remaining 13.3% rated it as 4).
An honorable mention is our gameplay. Though the team has felt that the games themselves felt less exciting due to the fact we have played simple, fast-paced matches as a result of time constraints, our viewers still appreciated it which can be considered our strength. Similar to the past stream, the gameplays were fun and interesting.
III. Areas of Opportunity of Our Stream
Even though it has been said that the stream was not as great as expected and hence contains certain defects, we will explore more of these flaws in this section. We identified the flaws in our most recent live stream and discussed how we can improve and what we should do differently the next time we stream again.
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The most evident flaw of our stream is none other than technical issues. To be more specific, these technical issues encompass struggles with the internet connectivity which caused fluctuating video quality. This was the main problem of the stream which resulted in a delay in the official execution of the Livestream. The area of opportunity for this problem is to get a better internet connection. On a side note, we have tried to connect to another source but had no improvement which resulted in the problem mentioned above. This unstable internet connectivity has caused poor video quality at certain times of the stream. Fortunately, this fluctuation of video quality wasn’t that prevalent during the stream. However, the “Be Right Back” overlay is still used a lot of times to give the audiences something to look at while the streamer conducts a quick repair.
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Also, inevitable weaknesses occurred due to time constraints since the group was only meant to stream for 1 hour instead of 2. As a result of this time constraint, we decided to play simple, fast-paced game modes that feel less exciting. Because we played simple, fast-paced matches, the broadcasters were unable to completely demonstrate their skill, and the games may not be as entertaining as the first. Because of the shortened duration, there were also fewer total viewer interactions.
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These are all the weaknesses gathered as a result of the changes made on our 2nd stream.
IV. Analysis of the Engagement of Viewers
Just like what we have mentioned in the past, every gaming stream must specialize in good interactions, entertainment, and exciting gameplays to excel and keep the viewers engaged. Based on what’s observed, the level of engagement encountered on our stream remains unhinged. The level of engagement isn’t that different from the past stream which reminds us that the stream is still a success.
We also believe that the gameplay slightly declined compared to the first stream as a result of playing simple, fast-paced matches instead of the normal ones. To compensate for this loss, we have improved our entertainment style and interactions to keep the engagement at the team’s desired level.
Though viewership is still quite low, interactions and engagement with those who are present are still there. The level of engagement remains as decent and present. Comments are acknowledged from time to time whenever the streaming host sees one and the streamers talk to their viewers whenever they can. The way the streamers interacted with the viewers was the same as in the past stream.
V. Analysis of the Viewership of Our Stream
Here, we’ll discuss again the level of viewership of the second live stream and the reasons behind that. To get straight to the point, we have concluded that our stream encountered a low viewership just like the first stream.
Though we have tried to improve advertisement, it can be seen that the attempt to improve it hasn’t done any impactful change. We tried to post on our page from time to time rather than just posting everything in one day and leaving the page again and coming back only during the live stream day. We have also invited friends to like and follow the page through “My Days” and page invites but it didn’t do anything that much due to the fact our online circle of friends isn’t as wide. We didn’t properly work on widening our circle which resulted in a low following and viewership.
Technical issues also have contributed to this low viewership. Knowing that we had a delay due to a slow internet connection, those who initially waited for our stream to start may have been lost and have already done something else and didn’t come back to our official second stream.
These were the summarized reasons for the unchanging low viewership of our second stream.
For a clearer representation of data, check out our
If you want to visit the livestream that happened on April 23, 2022, simply visit our Facebook Page!