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

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

*此作品的通信作者

研究成果: Article同行評審

19 引文 斯高帕斯(Scopus)

摘要

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.

原文American English
文章編號100309
期刊Entertainment Computing
31
DOIs
出版狀態Published - 8月 2019

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