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    政大機構典藏 > 傳播學院 > 期刊論文 >  Item 140.119/127154
    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/127154

    Title: Setting the digital stage: Defining game streaming as an entertainment experience
    Authors: 林日璇
    Lin, Jih-Hsuan Tammy
    Bowman, Nicholas David
    Lin, Shu-Fang
    Chen, Yen-Shen
    Contributors: 傳播學院
    Keywords: Game streaming;Twitch;YouTube gaming;Audience effects;Performance;Self-determination;Media psychology
    Date: 2019-08
    Issue Date: 2019-10-30 10:25:33 (UTC+8)
    Abstract: 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.
    Relation: Entertainment Computing, Vol.31, pp.tbd
    Data Type: article
    DOI 連結: https://doi.org/10.1016/j.entcom.2019.100309Get rights and content
    DOI: 10.1016/j.entcom.2019.100309Get rights and content
    Appears in Collections:[傳播學院] 期刊論文

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