The impacts of live streaming and Twitch.tv on the video game industry

被引:70
|
作者
Johnson, Mark R. [1 ]
Woodcock, Jamie [2 ]
机构
[1] Univ Alberta, Edmonton, AB, Canada
[2] Univ Oxford, Oxford, England
关键词
digital economy; games industry; game studies; labour; live streaming; reviewing; video games; MOTIVATIONS; ECONOMY; WORK;
D O I
10.1177/0163443718818363
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to independent and niche games and older games; and the live streaming of the creation of games, shedding light on the games industry and subverting ordinarily expensive or highly competitive game-design courses, training and employment paths. To do so, we draw on empirical data from offline and online fieldwork, including 100 qualitative interviews with professional live-streamers, offline ethnography at live-streaming events, and online ethnography and observation of Twitch streams. The article concludes that live streaming is a major new force in the games industry, creating new links between developers and influencers and shifting our expectations of game play and game design, and is consequently a platform whose major structural effects are only now beginning to be understood.
引用
收藏
页码:670 / 688
页数:19
相关论文
共 50 条
  • [21] The new practices and infrastructures of participation: how the popularity of Twitch.tv challenges old and new ideas about television viewing
    Spilker, Hendrik Storstein
    Ask, Kristine
    Hansen, Martin
    INFORMATION COMMUNICATION & SOCIETY, 2020, 23 (04) : 605 - 620
  • [22] Understanding Rules in Live Streaming Micro Communities on Twitch
    Cai, Jie
    Guanlao, Cameron
    Wohn, Donghee Yvette
    PROCEEDINGS OF THE 2021 ACM INTERNATIONAL CONFERENCE ON INTERACTIVE MEDIA EXPERIENCES, IMX 2021, 2021, : 290 - 295
  • [23] "Never Battle Alone": Egirls and the Gender(ed) War on Video Game Live Streaming as "Real" Work
    Tran, Christine H.
    TELEVISION & NEW MEDIA, 2022, 23 (05) : 509 - 520
  • [24] Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media
    Hamilton, William A.
    Garretson, Oliver
    Kerne, Andruid
    32ND ANNUAL ACM CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI 2014), 2014, : 1315 - 1324
  • [25] Nothing but a "titty streamer": legitimacy, labor, and the debate over women's breasts in video game live streaming
    Ruberg, Bonnie
    Cullen, Amanda L. L.
    Brewster, Kathryn
    CRITICAL STUDIES IN MEDIA COMMUNICATION, 2019, 36 (05) : 466 - 481
  • [26] How does live streaming impact media content consumption? The effect of game live streaming on game players
    Lee, Soyeon
    Lee, Saerom
    Baek, Hyunmi
    ENTERTAINMENT COMPUTING, 2025, 52
  • [27] Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
    Cabeza-Ramirez, Luis Javier
    Munoz-Fernandez, Guzman Antonio
    Santos-Roldan, Luna
    HEALTHCARE, 2021, 9 (02)
  • [28] Behind the Streams: The Off-Camera Labour of Game Live Streaming
    Johnson, Mark R.
    GAMES AND CULTURE, 2021, 16 (08) : 1001 - 1020
  • [29] Tell me before you stream me: Managing information disclosure in video game live streaming
    Li Y.
    Kou Y.
    Lee J.S.
    Kobsa A.
    2018, Association for Computing Machinery, 2 Penn Plaza, Suite 701, New York, NY 10121-0701, United States (02)
  • [30] Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types
    Ma, Shang-Chun
    Byon, Kevin K.
    Jang, Wooyoung
    Ma, Shang-Min
    Huang, Tsung-Nan
    SUSTAINABILITY, 2021, 13 (08)