Dados Bibliográficos

AUTOR(ES) Tim Wulf , Frank M. Schneider , Stefan Beckert
AFILIAÇÃO(ÕES) Department of Social and Cultural Anthropology; University of Cologne; Albertus-Magnus-Platz 50823 Köln Germany, Institute of Media and Communication Studies, University of Mannheim, Mannheim, Germany, University of Hohenheim, Stuttgart, Germany
ANO 2020
TIPO Artigo
PERIÓDICO Games and Culture
ISSN 1555-4120
E-ISSN 1555-4139
DOI 10.1177/1555412018788161
CITAÇÕES 6
ADICIONADO EM 2025-08-18
MD5 c87bc119bcbcfbc89ea46ff0bc9a2c88

Resumo

Video game streaming platforms have reached high popularity within the last years. As one of these popular platforms, Twitch provides users with the opportunity to participate in several gaming situations: They can simultaneously watch in-game actions, the streamer playing the game, and additionally, they can interact with the streamer and other viewers by using the chat. In an online survey, the current study explored how individuals ( N = 548) experience media enjoyment when using Twitch. Findings indicate that social aspects of using Twitch predominantly contribute to enjoyment. Approaches toward the phenomenon of video game streaming as well as implications for research on the usage of second screens and Social TV are discussed.

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