The impacts of live streaming and Twitch.tv on the video game industry

被引:70
|
作者
Johnson, Mark R. [1 ]
Woodcock, Jamie [2 ]
机构
[1] Univ Alberta, Edmonton, AB, Canada
[2] Univ Oxford, Oxford, England
关键词
digital economy; games industry; game studies; labour; live streaming; reviewing; video games; MOTIVATIONS; ECONOMY; WORK;
D O I
10.1177/0163443718818363
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
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.
引用
收藏
页码:670 / 688
页数:19
相关论文
共 50 条