@article{7078cd8bab2142e791fd4fb442796bfd,
title = "Setting the digital stage: Defining game streaming as an entertainment experience",
abstract = "Game streaming—viewing live or recorded broadcasts of others{\textquoteright} 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.",
keywords = "Audience effects, Game streaming, Media psychology, Performance, Self-determination, Twitch, YouTube gaming",
author = "{Tammy Lin}, {Jih Hsuan} and Nicholas Bowman and Lin, {Shu Fang} and Yen-Shen Chen",
note = "Funding Information: This scholarship was supported by the Research Center for Humanities and Social Sciences at the National Chiao Tung University (grant #105W947); and Ministry of Science and Technology (grant #103-2628-H-009-002-SS4 and grant #107-2410-H-004-061-SS3). Funding Information: This scholarship was supported by the Research Center for Humanities and Social Sciences at the National Chiao Tung University (grant # 105W947 ); and Ministry of Science and Technology (grant # 103-2628-H-009-002-SS4 and grant # 107-2410-H-004-061-SS3 ). Publisher Copyright: {\textcopyright} 2019 Elsevier B.V.",
year = "2019",
month = aug,
doi = "10.1016/j.entcom.2019.100309",
language = "American English",
volume = "31",
journal = "Entertainment Computing",
issn = "1875-9521",
publisher = "Elsevier",
}