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ABOUT US

We are Lucky 7, a group of Grade 10 students from APEC Schools who were grouped together for our IPBA project focusing on streaming. Our team chose to stream Roblox because it allows us to showcase creativity, teamwork, and fun while playing different games together. Through our stream, we aim to entertain viewers, strengthen our collaboration as classmates, and share the joy that gaming brings to everyone.

OUTLINE OF THE STREAM

Time Topic Activity Time Allotment(mins) Screen Audio
4:00-4:05 PM Meet the Streamers Each member introduces themselves quickly and shares their favorite Roblox game or fun fact 5 Camera/Desktop Screen Video Audio/mic
4:05-4:10 PM Just Chatting Talking with the viewers before starting up the game 5 Desktop Screen Video Audio/mic
4:10-4:15 PM Break Bathroom Breaks before continuing the stream 5 WBRB Image Video Audio/mic
4:15-4:55 PM Q&A and Gaming While gaming we ask the viewers some questions of the game we are playing. 45 Desktop Screen Video Audio/mic
4:55-5:00 PM Stream Wrap up Quick chat with the viewers before ending the game and the stream 5 Desktop Screen Video Audio/mic

PROMOTIONAL OUTLINE

Title of the campaign – Lucky 7! : Level Up Your Game! Level Up Your Fun!

Introduction – We are promoting our upcoming gaming livestream to showcase entertaining, funny, and interactive gameplay moments. This campaign matters, because it can encourage teamwork, creativity, and connection through gaming.

Objectives :

  • To promote our gaming stream to a wider audience.
  • To encourage engagement and participation from viewers.
  • To increase followers and page interactions.

Target audience – Our campaign targets students, young gamers, and social media users who love and enjoy gaming content, humor, and live interaction.

Key Message / Slogan : Play. Laugh. Level Up – Together!

Strategies and Activities

  • Share countdown posts before the stream
  • Design digital posters
  • Collaborate with classmates or friends to share the stream link

Timeline / Schedule

  • Week 1: Create promotional materials like posters.
  • Week 2: Launch social media pages and start posting.
  • Week 3: Go live and engage with viewers.
  • Week 4: Collect and give feedback and analyze engagement.

Materials / Budget

  • Canva (for posters and graphics) – Free
  • Smartphone for streaming – Available
  • Internet connection – P50 / day

Expected Outcome – We expect to gain at least 50 - 100 new followers and increase engagement through likes, shares, and comments.

PROMOTIONAL MATERIALS

The Lucky 7 is on game
Lucky 7 Live is Coming

STREAM VIDEO

STREAM ANALYSIS: LUCKY 7

    Facebook: Lucky 7

  • Maria Victoria Bracetti
  • Joshua Daniel Teruñez
  • Christina Marie Delos Reyes
  • Hannah Coulene Florentino
  • Reivhen Cabiles
  • Chloe Harmony Esposo
  • Krystelle Venice Rosana

    LifeLabs LF: Julie Lanting Ramirez

    Date:1/23/25

I. Summary of Stream

The live stream was conducted on Facebook and featured gameplay from the online gaming platform Roblox. The stream lasted for approximately one hour and aimed to showcase interactive gameplay while observing audience engagement during a live broadcast.

At the beginning of the stream, the group played a horror-themed Roblox game inspired by Five Nights at Freddy’s, which focused on suspense-driven gameplay and real-time reactions. After completing the first game segment, the stream transitioned to Shawarma Kiosk, a casual simulation game that offered a lighter and more relaxed experience for viewers. This shift in content helped maintain audience interest and provided variety throughout the stream.

The stream utilized in-game sound effects and royalty-free audio to avoid potential copyright or DMCA-related issues. Viewer interaction was observed through reactions and comments during the broadcast. Overall, the live stream demonstrated effective content flow, appropriate audience engagement, and proper streaming practices.

II. Stream Content and Gameplay Analysis

This section analyzes and describes the content and gameplay of the Roblox horror stream. Starting with Shawarma Kiosk, this game relied heavily on atmosphere, dialogue and unexpected events that created psychological horror. The slow pacing and eerie setting built tensions, making players feel uneasy during the simple tasks.

In contrast, Five Nights at Freddy’s gameplay focused more on survival mechanics such as monitoring the surroundings through CCTV, managing limited resources and reacting quickly to threats. These different kinds and styles of horror games prevented the stream from becoming monotonous and made the experience dynamic.

Player reactions such as fear, confusion, and laughter contributed significantly to the entertainment value. Team communication was essential during the gameplay, especially during tense moments when players needed to warn each other or react quickly to jumpscares. However, some of the gameplay moments slowed down when players were unsure of the objectives.

III. Opportunities for Stream Improvement

Although the live stream was generally successful, improvements could be made to enhance engagement and increase audience reach. Increasing pre-stream announcements and maintaining a consistent schedule could help attract more regular viewers.

Some gameplay segments could be smoother if the objectives were clearly explained to both the players and the audience. Clarifying the goals of each game could also improve the overall flow and help maintain audience interest. Additionally, viewer participation could be enhanced through interactive activities such as Q&A sessions and mini-challenges, which would further make the stream more entertaining and engaging.

IV. Well Done Factors

This section figures out what was done well during the livestream. During the stream, one of the things that was done well was the gameplay, as the streamers played consistently without delay or mistakes. The reactions of the streamers were priceless and realistic, showing that the stream was done smoothly.

Another thing that went well during the stream was the streaming software as the streamers were able to use it easily without any problems. The layout of the stream from the streaming software was perfect and the software itself was used greatly without any errors.

V. Factors Contributing to Reduced Viewership

The stream’s relatively low viewership, totaling 121 viewers, can be attributed to limited promotional efforts and inconsistent streaming schedules. Promotion was restricted to only two Facebook posts, which limited audience awareness prior to the event. Furthermore, the absence of a fixed streaming time reduced viewer availability. Consequently, the stream reached a smaller audience compared to streams that are consistently promoted and scheduled during peak viewing periods.

APPENDIX

Appendix A: Description of the Horror Game Livestream

Table A1. General Information of the Livestream

Item Description
Livestream Content Horror game livestream featuring Five Nights at Freddy's and Shawarma Kiosk
Streaming platform Facebook live
Content Category Gaming / Horror Livestream
Player Type Multiplayer
Target Audience Online viewers and game lovers
Duration 39 minutes
Objective To entertain viewers and observe audience reactions to horror gameplay
Genre Horror / Survival

Table A2. Games that are Played in the Livestream

Game Title Developer Game Type Main Horror Features
Five Nights at Freddy's (FNAF) Z0KTAR Survival horror Jump scares, animatronic enemies, and suspenseful gameplay
Shawarma Kiosk kharbor_ykt First-person horror Dark setting and sudden events

Figure. Count segment during the stream

Stream Segment Count Viewers 0 30 60 90 120 150 Time Viewers : 121 Time: 39 minutes

STREAM ANALYSIS: LUCKY 7

    Facebook: Lucky 7

  • Maria Victoria Bracetti
  • Joshua Daniel Teruñez
  • Christina Marie Delos Reyes
  • Hannah Coulene Florentino
  • Reivhen Cabiles
  • Chloe Harmony Esposo
  • Krystelle Venice Rosana

    LifeLabs LF: Julie Lanting Ramirez

    Date:3/12/26

I. Summary of Stream

The live stream was conducted on Facebook and lasted for approximately one hour. During the broadcast, the group played Dress to Impress, a fashion-themed game on the Roblox platform where players create outfits based on specific themes and compete with other players.

Throughout the stream, the focus remained on continuous gameplay and completing multiple rounds of the game. Players designed outfits according to the given themes and participated in the voting process at the end of each round. The gameplay allowed viewers to observe the creative process and the competitive aspect of the game.

Due to technical issues, the group’s voice communication during the stream was not recorded. As a result, the broadcast mainly featured gameplay visuals and in-game sound effects without verbal interaction among the players.

Despite this limitation, the stream still demonstrated how casual online games such as Dress to Impress can provide entertainment and serve as a relaxing activity for viewers. The session lasted for one hour and maintained consistent gameplay throughout the broadcast.

II. Section Two: Well done factor analysis

This section determines what was done well during the stream; there are three aspects that were particularly well-executed

First is the effective game selection and visual engagement. The choice of the fashion-themed game Dress to Impress kept the stream engaging visually, allowing the audience to appreciate the gameplay's creativity and competitiveness against the streamers.

The second thing is the streamers being consistent and continuing to pace the stream, as the livestream had a steady pace throughout, focusing on continuous gameplay and completing multiple rounds, which prevented any dead air and kept viewers engaged.

The last thing is resilience, despite technical issues. The group successfully managed the broadcast despite losing voice communication, showcasing that casual online games can still entertain without verbal interaction, thereby providing a relaxing activity for viewers.

III. Section Three: Opportunities for Stream Improvement Analysis

One area of opportunity for our livestreaming is improving audience engagement. Sometimes viewers only watch but do not interact much in the livechat. This is an opportunity because we can encourage them to comment, react, or answer questions during the livestream so they feel more involved and engaged. Another area of opportunity is the technical quality of the stream, such as internet connection, sound, and video clarity. Especially the audio part. Our stream didn't have audio and we're improving our sound system in the next livestream. Improving these can make the livestream smoother and more enjoyable for viewers. Lastly, promotion is also an area of opportunity because not many people may know when the livestream will happen. Promoting the stream earlier on social media can help attract more viewers and increase participation.

IV. Section Four: Engagement Level Analysis

During the livestream, it reached a total of 90 viewers, which indicates a fair level of engagement from the audience. However, even though many people watched the stream, audience interaction was limited. This was mainly because the stream only captured the gameplay audio from Dress to Impress and the in-game sounds, while the voice communication was not recorded since the group was communicating through Discord.

As a result, viewers mainly focused on watching the gameplay instead of interacting with the streamers. Even so, the stream still maintained audience interest because the gameplay was continuous and visually engaging. Overall, the engagement level still contributed positively to the overall performance of the stream.

V. Section Five Title: Factors Contributing to Reduced Viewership in Live Streaming Platforms

Based on the streaming data, the stream had gained a total of 90 views. One possible reason for this number of viewers is that the stream may have been promoted through social media platforms, group chats, or school announcements. When classmates are aware of the stream beforehand, they are more likely to watch and participate.

Another factor that could be that the topic of the stream was interesting or relevant to our classmates, which encouraged them to join. Additionally, engagement during the stream the stream may have helped to maintain the viewers, presenters delivered the content clearly, as a result viewers would be more motivated to continue watching the stream.

APPENDIX

Appendix A: Description of the Horror Game livestream

Table A1. General Information of the livestream

Item Description
Livestream Content Roblox game play featuring Dress To Impress competition
Streaming platform Facebook live
Content Category Gaming / Dress-up Livestream
Player Type Multiplayer
Target Audience Teenagers and young gamers who enjoy fashion, creativity, and relaxing games on roblox
Duration 60 Minutes
Objective To show how playing DTI on roblox can help teenagers relx and reduce stress through gaming
Genre Fashion / Dress up

Table. A2 Games that are played in the livestream

Game Title Developer Game Type Main Horror Features
Dress To Impress Gigi Dress-up Theme-based fashion competition where players create outfits and compete on a runway through a voting system

Figure. Count segment during the stream

Stream Segment Count Viewers 0 30 60 90 120 150 Time Viewers : 90 Time: 60 minutes