To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences

To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences
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DOI:
10.1386/jgvw.8.1.63_1
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发表时间:
2016-03-01
影响因子:
0.4
通讯作者:
Gandolfi, Enrico
Gandolfi, Enrico
中科院分区:
其他
文献类型:
--
作者:
Gandolfi, Enrico

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这篇文章关注的是Twitch.tv作为一个全球娱乐提供商的崛起现象,每月有数百万观众,越来越多的开发者、游戏记者和意见领袖积极参与其中。为了进行门户网站的第一次探索,一个多学科的框架(文化研究,游戏研究,媒体研究)的基础上的概念“文化的电路”,“分散的观众”和“沉浸”被应用到Twitch.tv的消费,身份和生产维度。因此,利用三角测量的方法来评估这些表达经验:N=16个游戏进行了分析,N=96观众回答了定量调查。结果指向媒体消费和生产的共同模式,为未来和更具体的研究提供见解。具体而言,观察到三种类型的Twitch.tv流:挑战(由“专业人士”执行),基于游戏规则和自上而下的方向;展示(由“享乐主义者”执行),取决于观看者的表演技巧和部分互动;交流(由“同伴”执行),依赖于怀旧的感觉和对观众的洞察力。
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.