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 | |