![]() ![]() ![]() Today, some streamers garner audiences larger than big media houses, and services such as the game streaming service Twitch host millions of daily active users. 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.ĭuring the last five years, game streaming has developed from a niche market into a mainstream activity and the supply of services and technology on offer has exploded. 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. 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. ![]() 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. This article explores the growing importance of live streaming, specifically on website and platform, to the games industry.
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