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Analizing Teens an Analysis from the Perspective of Gamers in Youtube

Author

Listed:
  • Raquel Lozano-Blasco

    (Department of Psychology and Sociology, Faculty of Humanities and Science Education, University of Zaragoza, 50001 Zaragoza, Spain)

  • Mᵃ Pilar Latorre-Martínez

    (Department of Business & Administration, University of Zaragoza, 50001 Zaragoza, Spain)

  • Alejandra Cortes-Pascual

    (Department of Sciences Education, Faculty of Education, University of Zaragoza, 50001 Zaragoza, Spain)

Abstract

(1) Gamers are a new social phenomenon on YouTube whose success is based on their humour and social identity. The aim of this research is to deepen the understanding of the behaviour of the 100 gamers with the largest numbers of fans worldwide by studying their channels on YouTube; (2) Methods: This is a longitudinal research study from 20/08/2019 to 20/08/2020. The methodology consists of three techniques: social media analysis, opinion mining or sentiment analysis, and qualitative semantic analysis; (3) Results: The results of regression and KPI analysis confirm that the most popular contents have high levels of humour, positive polarity, irony, and subjectivity. In addition, the jargon of the digital community is used, focusing on group identification; (4) Conclusions: We conclude that teenagers use YouTube to search content that is cheerful, fun, and with high doses of humor and irony, in which gamers narrate their own vision of reality. Understanding these characteristics makes it possible to adapt educational channels to the interests of the adolescent community. At the same time, it allows us to understand how group identity is constructed in the virtual community, being able to establish lines of intervention from the educational and family orientation.

Suggested Citation

  • Raquel Lozano-Blasco & Mᵃ Pilar Latorre-Martínez & Alejandra Cortes-Pascual, 2021. "Analizing Teens an Analysis from the Perspective of Gamers in Youtube," Sustainability, MDPI, vol. 13(20), pages 1-21, October.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:20:p:11391-:d:656976
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    References listed on IDEAS

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    1. Elodie Gentina & Thomas Li-Ping Tang & Pierre-François Dancoine, 2018. "Does Gen Z's emotional intelligence promote iCheating (cheating with iPhone) yet curb iCheating through reduced nomophobia ?," Post-Print hal-01914805, HAL.
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    Cited by:

    1. Laura Diaz-Sanahuja & Ignacio Miralles & Carlos Granell & Adriana Mira & Alberto González-Pérez & Sven Casteleyn & Azucena García-Palacios & Juana Bretón-López, 2022. "Client’s Experiences Using a Location-Based Technology ICT System during Gambling Treatments’ Crucial Components: A Qualitative Study," IJERPH, MDPI, vol. 19(7), pages 1-25, March.
    2. Zhichao Cheng & Tongfei Gu & Cui Li, 2022. "The Formation Mechanism of Social Identity Based on Knowledge Contribution in Online Knowledge Communities: Empirical Evidence from China," Sustainability, MDPI, vol. 14(4), pages 1-15, February.

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