Setting the digital stage: Defining game streaming as an entertainment experience
Autor: | Yen-Shen Sam Chen, Nicholas David Bowman, Jih-Hsuan Tammy Lin, Shu-Fang Lin |
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Rok vydání: | 2019 |
Předmět: |
Media psychology
Multimedia Computer science 05 social sciences ComputingMilieux_PERSONALCOMPUTING Collaborative game 020207 software engineering 02 engineering and technology computer.software_genre Social relation Human-Computer Interaction Entertainment Core (game theory) 0202 electrical engineering electronic engineering information engineering 0501 psychology and cognitive sciences Video game computer 050107 human factors Software |
Zdroj: | Entertainment Computing. 31:100309 |
ISSN: | 1875-9521 |
DOI: | 10.1016/j.entcom.2019.100309 |
Popis: | 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. |
Databáze: | OpenAIRE |
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