Game Streaming Revisited: Some Observations on Marginal Practices and Contexts

Holin Lin, Chuen Tsai Sun, Ming Chung Liao

研究成果: Paper同行評審

1 引文 斯高帕斯(Scopus)

摘要

The focus of this paper is on the spectating phenomenon of live streaming gameplay, which has been described as “marginal.” After reviewing important non-gaming factors capable of bringing game streaming from the analytical margins to the center, we discuss the larger context in which game streaming is embedded, plus its implications. Data were gathered via in-depth interviews with game stream viewers, analyses of game streaming-related forum posts, and an online survey. According to our observations, game streaming should not be viewed as only a game-related phenomenon or extended gameplay practice, but also as a type of cross-media entertainment involving multiple media consumption characteristics—a form of stage performance, a space for social interaction, and as entertainment similar to hosted variety shows and reality television. Consumers tend to move among multiple streaming activities serving assorted media functions in search of entertainment, with their identities changing according to personal time restrictions and social situations.

原文English
出版狀態Published - 2019
事件12th Digital Games Research Association International Conference, DiGRA 2019 - Kyoto, Japan
持續時間: 6 8月 201910 8月 2019

Conference

Conference12th Digital Games Research Association International Conference, DiGRA 2019
國家/地區Japan
城市Kyoto
期間6/08/1910/08/19

指紋

深入研究「Game Streaming Revisited: Some Observations on Marginal Practices and Contexts」主題。共同形成了獨特的指紋。

引用此