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The Socio-Technical Entanglements of Live Streaming on TWITCH.TV

Bibliographic Data

ID22009378
AuthorsM R Johnson (0000-0003-4622-650X, University of Alberta), Jamie Woodcock (0000-0001-7097-305X, University of Oxford)
Year2020
Publication date2020-02-02
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueAoIR Selected Papers of Internet Research (JOURNAL)
Journal identifiersISSN: 2162-3317 • E-ISSN: 2162-3317
PublisherUniversity of Illinois Libraries (PUBLISHER)
DOI10.5210/spir.v2018i0.10489
OpenAlexW3044281812
LanguageEN
References cited4

The website and platform Twitch.tv is the overwhelming market leader in the live broadcast (“streaming”) of user-created videos over the internet, known primarily for the streaming of video game play. In both 2016 and 2017 over two million people regularly broadcast on the platform, resulting in over a million years of video content in total viewed by over one hundred million people (Twitch, 2017). The deep newness of this phenomenon, alongside the many elements that constitute it, make it an important site for studying digital labour, co-production, and gaming culture. In this paper we focus on three elements of the conference theme: the shifting political and creative economies of streaming media, in our case Twitch; social media, platforms, podcasts, and actors in online networks; and the materialities of data, in our case a million years of video content. Specifically, we consider the entangling of the technical and social dimensions of the Twitch phenomenon: how these elements shape the labour of Twitch streamers, audience engagement with the platform, and Twitch’s wider position in contemporary media production. To do so we draw upon semi-structured interviews with over one hundred professional streamers on the Twitch platform, lasting between ten minutes and one hour, alongside at least one hour of ethnographic observation from over two hundred Twitch channels and ethnographic work from almost a dozen gaming events in the United Kingdom, United States, Germany and Poland in the past two years

Advertising · Business · Ethnography · Media studies · Multimedia · Phenomenon · Political science · Politics · Social media · Sociology · The Internet · Video game · World Wide Web · Computer Science · Digital Games and Media · Gender, Feminism, and Media · Media Studies and Communication

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Citation velocityhistorical
Highly citedNo

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