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The impacts of live streaming and Twitch.tv on the video game industry
Abstract
This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to independent and niche games and older games; and the live streaming of the creation of games, shedding light on the games industry and subverting ordinarily expensive or highly competitive game-design courses, training and employment paths. To do so, we draw on empirical data from offline and online fieldwork, including 100 qualitative interviews with professional live-streamers, offline ethnography at live-streaming events, and online ethnography and observation of Twitch streams. The article concludes that live streaming is a major new force in the games industry, creating new links between developers and influencers and shifting our expectations of game play and game design, and is consequently a platform whose major structural effects are only now beginning to be understood.
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Cited by
Lim, J. S., Choe, M.-J., Zhang, J., & Noh, G.-Y. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106327 · Cited by 403
“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts
Johnson, M. R., & Woodcock, J. (2019) · Social Media + Society · doi:10.1177/2056305119881694 · Cited by 138
Self-citation
Metadata
- Authors
- Johnson, M. R., & Woodcock, J.
- Venue
- Media, Culture & Society
- Publisher
- SAGE Publications
- Published
- 2018-12-20
- Volume
- 41
- Issue
- 5
- Pages
- 670-688
- ISSN
- 0163-4437 (ISSN-L)
- 1460-3675
- OpenAlex
- W2905951494
- Cited by
- 208
- References
- 0
- FWCI
- 31.32
- Type
- journal article
- Language
- en
- Open access
- closed
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- Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society. https://doi.org/10.1177/0163443718818363
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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