Volume 8, Issue 1

Abstract

Abstract

The article focuses on the rising phenomenon of Twitch.tv as a worldwide entertainment provider with several million monthly viewers and an increasing number of developers, game journalists and opinion leaders actively involved. In order to stage the first exploration of the portal, a multidisciplinary framework (cultural studies, game studies, media studies) based on the concepts of ‘Circuit of Culture’, ‘diffused audience’ and ‘immersion’ was applied towards consumption, identity and production dimensions of Twitch.tv. Accordingly, a triangulation of methods was harnessed to assess these articulations empirically: N=16 plays were analysed and N=96 spectators replied to a quantitative survey. The results point towards shared patterns in media consumption and production, offering insights for future and more specific research. Specifically, three types of Twitch.tv streaming were observed: the challenge (performed by the ‘professional’), based on ruling the game and a top-down direction; the exhibition (performed by the ‘hedonist’), depending on the twitchers’ performance skills and partial interaction; and the exchange (performed by the ‘companion’), relying on nostalgic feelings and open to the spectators’ insights.

Loading

Article metrics loading...

/content/journals/10.1386/jgvw.8.1.63_1
2016-03-01
2024-03-29
Loading full text...

Full text loading...

http://instance.metastore.ingenta.com/content/journals/10.1386/jgvw.8.1.63_1
Loading
Keyword(s): Circuit of Culture; e-sport; gaming show; media audience; Twitch.tv; video streaming

Most Cited Most Cited RSS feed