Setting the digital stage: Defining game streaming as an entertainment experience

Jih Hsuan Tammy Lin*, Nicholas Bowman, Shu Fang Lin, Yen-Shen Chen

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

21 Scopus citations


Game streaming—viewing live or recorded broadcasts of others’ video game play—has become widely popular in recent years due to the emergence of platforms such as Twitch and YouTube Gaming. We position game streaming as a form of collaborative game play, with implications for how we study games and communication. We first review the social history of gaming before explicating game streaming as a gaming activity that involves public performance and varying levels of social interaction and synchrony. The influence of these three core elements on the uses, processes, and effects of game streaming as an entertainment activity are discussed through the twin perspectives of communication and media psychology.

Original languageAmerican English
Article number100309
JournalEntertainment Computing
StatePublished - Aug 2019


  • Audience effects
  • Game streaming
  • Media psychology
  • Performance
  • Self-determination
  • Twitch
  • YouTube gaming


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