Our group went through multiple steps along with alot of trial and errors before we have found the need in streaming. But when we finally did we understood more how important streaming is and how its closely related to the concept of the design thinking process and how we could use the 5 steps of the design thinking process to find the need for streaming and understand its importance more.
Streaming is the practice of consuming media without having to download the content to a storage medium like a Solid State Drive or a Hard Disk Drive. There are two ways of streaming content, live streaming, and streaming media. Streaming media is the practice of consuming content types like music, movies, shows, etc. While live streaming is streaming content in real-time, like live television broadcasts or radio. Streaming is an alternative to downloading a file because streaming does not require downloading a file permanently. The file that is streamed is temporary and won't take space in a user’s storage medium.
Content Type: | Definition: |
---|---|
Comedy | The sole purpose of making someone laugh. |
Challenges | People making the video are being faced with a challenge. |
Gaming | The content creator plays games. |
Sports | Videos about any sport. |
Reaction | The content creators react to something. |
Education | Made to educate people about a certain topic. |
ASMR | Videos to stimulate autonomous sensory meridian response (ASMR). |
How to’s/ Tutorial | Videos that gives people instructions on certain things. |
Commentary | Commentary videos focus on YouTubers sharing commentary or opinions on a topic. |
Interview | Use interview videos to, again, have thought leaders and experts in your organization field burning questions from buyers or prospective buyer. |
Product reviews | In product reviews, YouTube influencers offer feedback on a product. Commonly referred to as “first impressions,” a product review typically includes a YouTuber’s assessment, critique, and personal feedback. |
Parodies | In product reviews, YouTube influencers offer feedback on a product. Commonly referred to as “first impressions,” a product review typically includes a YouTuber’s assessment, critique, and personal feedback. |
Q&A | Videos where the Youtuber/s answer questions from their viewers. |
Docuseries | Multiple documentaries for a series. |
Music Videos | Videos where music is accompanied with visuals. |
Narratives | Offers explanation on a topic of interest. |
YouTube is a video sharing service where users can watch, like, share, comment and upload their own videos.YouTube has tools that will help manage live streams and interact with viewers in real time. Creators can live stream on YouTube via webcam, mobile, and encoder streaming.
Twitch is an interactive livestreaming service for content spanning gaming, entertainment, sports, music, and more. With Twitch’s huge catalogue of streamers with differing interests, users will never run out of content to watch.
Facebook is a website which allows users, who sign-up for free profiles, to connect with friends, work colleagues or people they don't know, online. It allows users to share pictures, music, videos, and articles, as well as their own thoughts and opinions with however many people they like.
Content Type: | Audience: |
---|---|
Comedy | 30-45 y/o |
Challenges | 7-10 y/o |
Gaming | 15-25 y/o |
Sports | 20-40 y/o |
Reaction | 6-10 y/o |
Education | 3-18 y/o |
ASMR | 15-30 y/o |
How to’s/ Tutorial | 15-25 y/o |
Commentary | 16-20 y/o |
Interview | 30-40 y/o |
Product reviews | 17-20 y/o |
Parodies | 9-13 y/o |
Q&A | 15-20 y/o |
Docuseries | 30-50 y/o |
Music Videos | 14-18 y/o |
Narratives | 25-30 y/o |
Need of The viewers Getting people too watch you is of course difficult but if you want too increase said viewers here are some ways too get your viewers up. 1. Try something mainstream like whats trending now a days. 2.if that doesn't work try focusing on what game your pretty good at and you will rack some dedicated viewers, and 3. Try prmoting your channel too other people too get more viewers.
No doubt about it: Broadcasting anything live has its challenges. There’s no stopping and no do-overs, which makes multitasking mandatory and quick thinking critical. You also never know exactly where your content might take you.But the more you do it, the better you’ll get, as thousands of experienced live streamers out there can attest to. We picked the brains of some of those people to create this article chock-full of live streaming tips, which we hope will be of use to anyone—new to live streaming or not—who wants to make their process smoother and their product better.Keep in mind, though, that there’s always an element of the unexpected with live streaming—that’s part of what makes it so interesting! As Jeffrey Harper of Adrenaline Garage Productions puts it: Once everything is in motion, sometimes you just have to hang on for the ride.
Demographic information | Webinar: | Presentation: | Interview/Q&A |
---|---|---|---|
Gender | Female - 1 Male - 2 | Female - 2 Unknown - 1 | Female - 5 Male - 3 Unknown - 1 |
Age | (16-19) - 2 (19-22) - 2 | 30+ 13-16 and 16-19 | (13-16) - 4 (16-19) - 3 (19-22) - 1 (30+) - 1 |
Marital Status | 2 single and 1 in a relationship | 2 single and 1 divorced | Single - 6 In a Relationship - 1 Divorced - 1 |
Nationality | 2 Filipinos and 1 unknown | 2 Filipinos and 1 unknown | Filipino - all |
Current Educational Level | JHS, SHS and College | 2 JHS and 1 college | JHS - 6 SHS - 1 College - 2 |
Employment Status | 1 working and 2 unemployed. | 2 unemployed 1 working | Unemployed - 7 Working - 2 |
Household income | ₱20,000-₱50,000, ₱10,000 and unknown | ₱50,000 - ₱100,000, ₱10,000 and unknown | Below ₱10,000 - 4 ₱20,000-₱50,000 - 2 ₱50,000-₱100,000 - 1 Don’t know - 1 |
90% have experienced burnout.
40% feel burnout Sometimes and 20% would feel burnout Always
55.6% are burnt out because of school.
85% felt tired while 15% felt lazy.
55.6% agreed.
50.2% said that the effects would dissipate for about a week.
75% use hobbies and quality time as coping mechanisms.
All of them dealt with their burnouts Using friends and loved ones to talk to. Some using games music and more
Hello Everyone! Blank Media group is inviting you to our first ever live stream happening soon. Catch us live on our group's official Youtube Channel. We've prepared a very interesting topic for us to talk about and to have the time to engage with everyone. Curious? Keep waiting to find out. See you all!
As promised, Blank Media Productions is coming back with a much awaited Ep.2 of Blank Files Podcast! Catch us this coming Sunday, April 16 from 2:00 pm - 3:00pm on our official YouTube channel for another entertaining and fun podcast on the effects of burnout. See you guys there!
OBS or Open Broadcasting Software, is a free open-source recording and live-streaming software for Windows, macOS, and Linux.
We’re using OBS because it is free and well documented with many tutorials. OBS has lots of tools and features to produce high-quality live streams and recordings. And because it is well documented, there will be many guides for troubleshooting and solving problems, so that we wont have problems during the actual stream.
During our group’s brainstorming we agreed as a group to use OBS as our Broadcasting Software and for the list of equipment we agreed on using the Standard equipment such as a PC/Laptop, Mic, keyboards, and mouse, and lastly, cameras to stream our chosen content.We chose these because if you're on a tight budget these equipments would do
Have a quality worthy stream content for the audience to like.
Cover all the topic we want within 1 hour
Have if not 10-20 viewers, at least 5-10 viewers.
We want to be able to stream content that our audience would like, where they can learn many things regarding the topic that we will be discussing through the information, presentation, opinions and insights that we will be sharing in our stream. In a span of 1 hour and 3 mins we want to be able to present all the information that we have gathered as a group through conducting surveys and research about the topic that we will be discussing. When it comes to the viewers as much as possible we want a lot of people to watch our stream. Around 10-20 viewers would be a good number of audience for our stream.
Streaming type: Podcast/Interview
Type of streaming content: The effect of burnout on different age groups
Streaming tool: OBS/Gmeet/Zoom
Theme/ Color Palette: #000000, #FFFFFF, #808080 ,#CB9280
Streaming Platform: Youtube/Facebook
Time | Topic | Activity | Time Allotment (mins) | Screen | Audio |
---|---|---|---|---|---|
9:00 pm - 9:03 pm | Group introduction | Members will take turns to introduce themselves to the audience. | 3 | camera | Mic |
9:03 pm - 9:08 pm | Topic Introduction | The assigned member will take the time to introduce the topic to be discussed throughout the stream. | 5 | camera/Slide presentation | Mic |
9:08 pm - 9:38 pm | Discussion of the said topic and presentation of information and datas collected | In this portion, each member will take turns sharing their opinions on the said topic. | 30 | Slide presentation | Mic |
9:38 pm - 9:48 pm | Interaction with the audience regarding their opinions on the topic being discussed | In this part we will take the time to interact with the audience regarding their insights and opinions on the topic being discussed. | 10 | Slide presentation | Mic |
9:48 pm - 9:58 pm | Summary of the things discussed | In this portion, each member will take turns to summarize everything that was discussed throughout the stream. | 10 | Slide presentation | Mic |
9:58 pm - 10:03 pm | Outro | In this portion we will thank our audience and bid them goodbye. | 5 | camera | Mic |
The stream tackles the topic of burnout and its effects on different age groups, the streamers decided to execute their stream via Facebook Live on the 5th of February 2023 at 03:00PM. During their stream the streamers covered multiple issues and scenarios relating to burnout and how it affects people mentally, physically and emotionally, and they discussed it in an interview and podcast format with their guest. During the interview, they asked their guest some questions regarding his own personal experience with burnout and how he handles it. They also asked and answered questions from the viewers in order to gain a better understanding of the issue.
Overall by the end of the stream, they had garnered a broader scope of knowledge on the topic of burnout, they managed to understand its many issues and effects on different people and gain knowledge on how to cope with and handle it. The stream's relative success can also be measured by it’s relatively unexpected level of engagement, it was unexpected because the stream in it’s entirety, despite only airing for the first time gained 233 engagements consisting of 5 shares, 195 comments, and 33 positive reactions.
By the end of the stream, the streamers received great remarks, constructive criticisms, and suggestions for how to improve on the streaming process in it’s entirety. One of the most mentioned suggestions was for the streamers to commit more time and creativity to develop, plan, and execute a second stream or episode, due to the fact that majority of the viewers enjoyed the stream’s overall concept. One of the more critical criticisms was on the end of the streamers, due to the fact that majority of the streamers weren’t actively participating or engaging with the audience ‘vocally’. Overall despite the issues and minor mishaps, the stream can be said to have been a resounding success.
The streamers and the interviewee were able to expand the chosen topic which is burnout, and the guest was able to share a lot more information that does not only involve burnout but also what goes on in the life of a college student in UP Diliman.
The streamers successfully asked questions that are necessary to know more about the effects of burnout and how to be able to cope with it, what can be done to help other people who experience this as well as what are the most common reasons how it leads to burnout, especially for college students who have a lot on their plate and underpressure that could also be influenced by peer pressure. The streamers were also able to entertain the audience and answer the raised questions and interact with the audience which kept the stream more lively and active.
Based on the results of the first livestream, the streamers concluded that the amount of engagements that they had was already at an excellent level for a first time livestream. The streamers also concluded that the interactions they had with the audience of the livestream was more than enough to attract a positive response on the topic that was discussed in the livestream. The streamers noticed a lot of positive comments that were left by the audience regarding their livestream.
But on the other hand, the streamers also agreed that even though the streamers got a good amount of response there were still areas of opportunity the streamers could reflect on and improve on in order to produce a much better outcome in the future.
One of the examples for the areas of opportunity could be the way that the streamers promoted their livestream. The streamers could have promoted their livestream by not only promoting it on their official Facebook page but also sending out official email to potential viewers. Another area of opportunity would be with time management. The streamers could have prepared earlier than they originally planned.
Lastly for the areas of opportunity would be the technical difficulties that the streamers have encountered throughout the entire livestream. Although technical difficulties are something that is inevitable and cannot be controlled by the streamers themselves, having enough test time could have prevented the amount of technical difficulties that occurred throughout the entire livestream. Due to the said reasons the streamers agreed that their live stream could have been more successful than it had been at the time the live stream was conducted.
Blank Media’s viewers were most interested when the topic was altered to what life is like at a specific university. When the subject was advice for surviving university life, it attracted more people. The audience played an active role in the discussion by asking questions and making comments about our ideas. They centered more on asking challenging yet insightful questions. Even though it was challenging to keep up with some of their queries, the streamers were thankfully able to respond in a way that would be helpful to them. In addition to offering helpful advice, the guest on the live show was a close friend of several of our viewers, making it simple to ask questions and more interesting for everyone watching.
At the end of the stream, the streamers received many great remarks regarding our responses. There were instances when one of their group members couldn't talk, but they were able to answer the asked question via chat. Despite the fact that just a small portion of the viewers stayed and actively participated until the stream's conclusion, it was nevertheless an overall success. Overall, the viewers of the stream were actively engaged and genuinely interested about our discussion about academic burnout.
All in all the team’s first stream was a success. Despite being a relatively unknown team that just started, and whose advertising was mainly from word of mouth, their stream can be considered a success. With the stream having a reach of 176 viewers, 16 peak viewers, 4:27 average minutes viewed, 233 engagements consisting of 5 shares, 195 comments, and 33 positive reactions at the time of writing this paper, their stream is a success but it could have been better.
For why their stream only had a reach of 176, there could be multiple reasons why. One reason could be that their advertising wasn’t aggressive. Blank Media had decided on sharing their stream mainly from word of mouth. This advertising strategy is very irregular and haphazard. Blank Media’s marketing strategy is a 50/50 gamble. Word of mouth would have been successful if the word about their stream was properly passed around by the people who heard about it from the streamers. Unfortunately, their marketing strategy did not take off as much as they expected but did lead to enough people viewing the stream to make it a success. Another reason is that the post was not boosted. Boosted posts are posts that are advertised to a selected demographic in exchange for currency. Facebook even points out how many more people would be able to see a post for a certain amount of money. According to Facebook, their stream could have reached 2,899 more people daily for every PHP700 they pay (see the figure below).
But since Blank Media didn’t pay for a boost, Facebook did not boost their stream, leading to the stream not being advertised and they had to only rely on their own advertising strategy and Facebook’s recommendation algorithm. Another reason why they only reached 176 viewers could be a schedule conflict with their target audience. Despite their stream being conducted on a Sunday afternoon, the people in their target audience could have their schedules packed and are busy with their tasks, leading to the target demographic not being able to see the stream.
Based on the presented data, this goes to show the total number of page reach from the time the live stream was published.
Based on the presented graph the peak of the total Facebook Page reach was at February 4, 2023 with almost 200 people reached.
The presented graph shows that there was a total of 3 likes as of February 4, 2023 which was a day before the first live stream was launched.
From the graph presented we are able to see that even before and after the live stream there is still a good number of people supporting the page.
Based on the data 42.9% or 3 of the overall respondents answered 5 when it comes to the percentage of new information to them regarding the topic discussed. 28.6% or 2 of the total respondents answered 4 when it comes to the percentage of new information to them. Another 28.6% or 2 of the respondents answered 3 when it comes to the new information regarding the topic that they have watched.
According to the graph presented, about 85.7% or 6 of the respondents answered that the information they heard is usable immediately. While 14.3% or 1 of the respondents answered that the information they heard would be usable in the next 7-12 months.
Based on the presented graph about 85.7% or 6 of the total respondents answered that the streamers had an excellent knowledge on the topic that was discussed. While there are a total of 14.3% or 1 of the respondents that said the knowledge of the streamers regarding the topic was good.
As to what is shown in the graph, 85.7% or 6 of the respondents answered yes to the relevance of streaming content into addressing different issues and challenges in our lives. While 14.3% or 1 of the respondents answered maybe to the relevance of streaming content into addressing different issues and challenges in our lives.
According to the graph, 100% or the total 7 respondents rated excellent when it comes to the design of The Streamers content.
Based on the presented graph, 85.7% or 6 of the total respondents answered excellent on the time length of The streamers live stream. While 14.7% or 1 of the respondents answered good on the total time length of the live stream.
Based on the data presented through the graph, 71.4% or 5 of the respondents rated the platform venue excellent. While 28.6% or 2 of the respondents rated it good.
Based on the data provided 85.7% or a total of 6 respondents rated excellent on the stream session outline. While 14.3% or 1 of the respondents rated very good on the stream session outline.
Based on the data presented, about 85.7% or 6 of the respondents responded yes to wanting to learn more about the streaming topic. While 14.3% or 1 of the respondents answered no.
According to the data presented, 85.7% or 6 of the respondents rated The Streamers ability to engage with the viewers an excellent. While 14.3% or 1 of the respondents gave The Streamers a rating of good when it comes to The Streamers ability to engage.
The stream tackles the topics relating to the possible causes of burnout through a podcast on the groups official youtube channel. Which happened last Sunday, April 16, 2023. During the duration of the livestream, the streamers were able to tackle the different possible causes of burnout.The streamers were also able to gather insight from their audience from the live chat which enabled them to have a wide understanding on the said topic.
By the end of the stream, the streamers received great remarks, constructive criticisms, and suggestions for how to improve on the streaming process in its entirety. One of the most mentioned suggestions was for the streamers to lessen the topics discussed and creativity to develop, plan, and execute another stream or episode, due to the fact that the majority of the viewers enjoyed the stream’s overall concept. One of the more critical criticisms was on the end of the streamers, due to the fact that majority of the streamers weren’t actively participating or engaging with the audience ‘vocally’. Overall despite the issues and minor mishaps, the stream can be said to have been a resounding success.,
The streamers were able to expand and tackle the topic of the possible causes of burnout, and were able to personally share their experiences regarding the topic being discussed.
The streamers successfully asked questions that are necessary to know more about the different possible causes of burnout and how to be able to cope with it, and what can be done to help other people who experience this. The streamers were also able to entertain the audience and answer the raised questions and interact with the audience which kept the stream more lively and active.
Based on the results of the Second livestream, the streamers concluded that the amount of engagements that they had was already at an excellent level for a Second time livestream. The streamers also concluded that the interactions they had with the audience of the livestream was more than enough to attract a positive response on the topic that was discussed in the livestream. The streamers noticed a lot of positive comments that were left by the audience regarding their livestream.
Blank Media’s viewers were most interested as to what causes burnout for other people as well as how it affects them personally. At the end of the stream, the streamers received many great remarks regarding our responses. Despite the fact that just a small portion of the viewers stayed and actively participated until the stream's conclusion, it was nevertheless an overall success. Overall, the viewers of the stream were actively engaged and genuinely interested about the discussion relating to the different causes of burnout.
All in all the team’s second live stream was a success. Despite moving to a new platform to stream, and whose advertising was mainly from word of mouth, their stream can be considered a success. With the group's youtube channel having a reach of 86 views, 16 peak viewers, 17.9 watch hours, with a total of 4 additional subscribers in the last 28 days since the second live stream and at the time of writing this paper, their stream is a success but it could have been better.
Figure 1. Concurrent Viewers
Based on the data provided, the Second livestream reached a peak of 16 viewers with an average of 12 viewers during the said livestream.
Figure 2. Chat Messages
From what we can see from the graph provided, the second livestream accumulated a total of 560 live chat message throughout the entire duration of the livestream.
Figure 3. Channel Overview Analytics
From the data presented, The group's youtube channel got a total of 84 views in the last 28 days, with a combined watch time of 17.7 hours. And an additional 4 subscribers in the previous 28 days.
Figure 4. Total percentage of new information to the viewers
Based on the provided graph, a total of 75% of the respondents answered that at least 2,3, and 5% of the information shared to them through the livestream was new to them. While the remaining total of 25% of the respondents answered that at least 1 and 4% of the information shared through the live was new to them.
Figure 5. Usability of Information
According to the data gathered, 75% of the respondents stated that they would be able to use the information they have learned through the livestream immediately. While 12.5% of the respondents said that the information they have learned would be usable in the next 2-6 months. While another 12.5% said that the information they have learned would be usable in the next 7-12 months.
Figure 6.Would you like to learn more about the topic
Based on the data provided, 100% of the total respondents answered that they would like to learn more about the topic discussed during the livestream.
Figure 7. Streamers knowledge on the topic
According to the data gathered, 75% of the respondents stated that the streamers had excellent knowledge on the topic. While 12.5% of the respondents said that the streamers had good knowledge on the topic. And another 12.5% said that the streamers had fair knowledge on the topic.
Figure 8. Content Relevance
As shown in the data presented, 100% of the total respondents said that they find the content’s topic to be relevant in their live.
Figure 9. Streamers Ability to Engage
According to the data provided, 87.5% of the respondents answered that the streamers had an excellent ability when it comes to engaging them in their content. While the remaining 12.5% said that the streamers had good ability when it comes to engaging them.
Figure 10. Design Content
According to the graph provided 85.7% of the respondents stated that the livestream had excellent design content, while the remaining 12.5% stated that the design content was good for them.
Figure 11. Time Length/Duration
Based on the graph, 75% of the respondents rated the time length/duration of the livestream to be excellent, while 12.5% of the respondents rated it good. And another 12.5% rated it to be fair.
Figure 12. Platform Venue for Livestream
Based on the data provided we could conclude that 87.5% of the respondents stated that they find the platform venue of the livestream to be excellent. While 12.5% of respondents rated it to be good.
Figure 13. Accuracy of the Streaming Session Outline
With the provided graph, we can see that 62.5% of the respondents said that the accuracy of the streaming session outline was excellent. 25% of the respondents answered that the streaming session outline’s accuracy was good for them, while 12.5% of the respondents said that the accuracy of the streaming session outline for them was good.
Figure 14. Streaming Session Expectations
With regards to the streaming session expectations, 50% of the respondents said that the session compared to their expectations excellently, while 25% said very good. And another 25% said good.
Figure 15. Overall Streaming Session Evaluation
According to 75% of the respondents, their overall streaming session evaluation was excellent, while 12.5% said that their overall streaming session evaluation was very good. And another 12.5% said that the overall session was good.
Figure 16. How likely are they to recommend the livestream to others
About 62.5% of the total respondents rated it 10 with regards to recommending the livestream to others, while 12.5% it a 9. And 25% rated it a 8.
Figure 17. Suggestions
To summarize the suggestions received, we could see that the majority of the respondents said that they want nothing to be improved while the rest stated that the streamers should lessen the topics discussed and let everyone have the opportunity to talk more.
Welcome, everyone! We are Blank Media, group 1 from Grade 10 of APEC Schools kalumpang. And our group aims to research and find answers to the topic of the effects of burnout on different age groups. Feel free to look around and check our outputs on the said topic.
Got a question? Email us today!