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
  • [41] AGiLE: Enhancing Adaptive GOP in Live Video Streaming
    Chen, Cheng
    Yin, Wenpei
    Huang, Zhexiong
    Shi, Shu
    PROCEEDINGS OF THE 2024 15TH ACM MULTIMEDIA SYSTEMS CONFERENCE 2024, MMSYS 2024, 2024, : 34 - 44
  • [42] Overlay live video streaming with heterogeneous bitrate requirements
    Ren, Dongni
    Wong, Wang Kit
    Chan, S. -H. Gary
    COMPUTER NETWORKS, 2014, 74 : 53 - 63
  • [43] More than watching: An empirical and experimental examination on the impacts of live streaming user-generated video consumption
    Zhang, Yuan
    Hua, Lei
    Jiao, Yue
    Zhang, Jie
    Saini, Ritesh
    INFORMATION & MANAGEMENT, 2023, 60 (03)
  • [44] "Nerds of a Feather": Homophilic Drivers of Worldwide Video Game Viewership on Twitch
    Thambusamy, Ravi
    Church, E. Mitchell
    JOURNAL OF GLOBAL INFORMATION TECHNOLOGY MANAGEMENT, 2023, 26 (03) : 197 - 223
  • [45] Approaching Interpreting for the Video Game Industry
    Mendez Gonzalez, Ramon
    SENDEBAR-REVISTA DE TRADUCCION E INTERPRETACION, 2019, (30): : 273 - 299
  • [46] Six Sigma and The Video Game Industry
    Nichols, Zachary
    Lor, Yengchee
    Lin, Wenjic
    Mahmoud, Mohammed
    2023 INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE AND COMPUTATIONAL INTELLIGENCE, CSCI 2023, 2023, : 479 - 484
  • [47] Paradigm shifts in the video game industry
    Zackariasson, Peter
    Wilson, Timothy L.
    COMPETITIVENESS REVIEW, 2010, 20 (02) : 139 - +
  • [48] Analytical model for BitTorrent-based live video streaming
    Tewari, Saurabh
    Kleinrock, Leonard
    2007 4TH IEEE CONSUMER COMMUNICATIONS AND NETWORKING CONFERENCE, VOLS 1-3, 2007, : 976 - 980
  • [49] Transparentizing the "Black Box " of Live Streaming: Impacts of Live Interactivity on Viewers' Experience and Purchase
    Wu, Dezhi
    Wang, Xinwei
    Ye, Hua Jonathan
    IEEE TRANSACTIONS ON ENGINEERING MANAGEMENT, 2023, 71 : 3820 - 3831
  • [50] Factors Affecting the Popularity of Video Content on Live-Streaming Services: Focusing on V Live, the South Korean Live-Streaming Service
    Ham, Minjeong
    Lee, Sang Woo
    SUSTAINABILITY, 2020, 12 (05) : 1 - 17