Abstract
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 language | English (US) |
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Article number | 100309 |
Journal | Entertainment Computing |
Volume | 31 |
DOIs | |
State | Published - Aug 2019 |
Externally published | Yes |
Keywords
- Audience effects
- Game streaming
- Media psychology
- Performance
- Self-determination
- Twitch
- YouTube gaming
ASJC Scopus subject areas
- Software
- Human-Computer Interaction