Please use this identifier to cite or link to this item:

Title: Setting the digital stage: Defining game streaming as an entertainment experience
Authors: 林日璇
Lin, Jih-Hsuan Tammy
Bowman, Nicholas David
Lin, Shu-Fang
Chen, Yen-Shen
Contributors: 傳播學院
Keywords: Game streaming;Twitch;YouTube gaming;Audience effects;Performance;Self-determination;Media psychology
Date: 2019-08
Issue Date: 2019-10-30 10:25:33 (UTC+8)
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.
Relation: Entertainment Computing, Vol.31, pp.tbd
Data Type: article
DOI 連結: rights and content
Appears in Collections:[傳播學院] 期刊論文

Files in This Item:

File Description SizeFormat
234.pdf1209KbAdobe PDF131View/Open

All items in 學術集成 are protected by copyright, with all rights reserved.

社群 sharing