Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/127154
DC FieldValueLanguage
dc.contributor傳播學院
dc.creator林日璇
dc.creatorLin, Jih-Hsuan Tammy
dc.creatorBowman, Nicholas David
dc.creatorLin, Shu-Fang
dc.creatorChen, Yen-Shen
dc.date2019-08
dc.date.accessioned2019-10-30T02:25:33Z-
dc.date.available2019-10-30T02:25:33Z-
dc.date.issued2019-10-30T02:25:33Z-
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/127154-
dc.description.abstractGame 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.extent1238864 bytes-
dc.format.mimetypeapplication/pdf-
dc.relationEntertainment Computing, Vol.31, pp.tbd
dc.subjectGame streaming ; Twitch ; YouTube gaming ; Audience effects ; Performance ; Self-determination ; Media psychology
dc.titleSetting the digital stage: Defining game streaming as an entertainment experience
dc.typearticle
dc.identifier.doi10.1016/j.entcom.2019.100309Get rights and content
dc.doi.urihttps://doi.org/10.1016/j.entcom.2019.100309Get rights and content
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item.grantfulltextrestricted-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.openairetypearticle-
item.cerifentitytypePublications-
Appears in Collections:期刊論文
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