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題名 Setting the digital stage: Defining game streaming as an entertainment experience
作者 林日璇
Lin, Jih-Hsuan Tammy
Bowman, Nicholas David
Lin, Shu-Fang
Chen, Yen-Shen
貢獻者 傳播學院
關鍵詞 Game streaming ; Twitch ; YouTube gaming ; Audience effects ; Performance ; Self-determination ; Media psychology
日期 2019-08
上傳時間 30-Oct-2019 10:25:33 (UTC+8)
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.
關聯 Entertainment Computing, Vol.31, pp.tbd
資料類型 article
DOI https://doi.org/10.1016/j.entcom.2019.100309Get rights and content
dc.contributor 傳播學院
dc.creator (作者) 林日璇
dc.creator (作者) Lin, Jih-Hsuan Tammy
dc.creator (作者) Bowman, Nicholas David
dc.creator (作者) Lin, Shu-Fang
dc.creator (作者) Chen, Yen-Shen
dc.date (日期) 2019-08
dc.date.accessioned 30-Oct-2019 10:25:33 (UTC+8)-
dc.date.available 30-Oct-2019 10:25:33 (UTC+8)-
dc.date.issued (上傳時間) 30-Oct-2019 10:25:33 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/127154-
dc.description.abstract (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.
dc.format.extent 1238864 bytes-
dc.format.mimetype application/pdf-
dc.relation (關聯) Entertainment Computing, Vol.31, pp.tbd
dc.subject (關鍵詞) Game streaming ; Twitch ; YouTube gaming ; Audience effects ; Performance ; Self-determination ; Media psychology
dc.title (題名) Setting the digital stage: Defining game streaming as an entertainment experience
dc.type (資料類型) article
dc.identifier.doi (DOI) 10.1016/j.entcom.2019.100309Get rights and content
dc.doi.uri (DOI) https://doi.org/10.1016/j.entcom.2019.100309Get rights and content