Game live streaming in the Japanese context
Initial findings
Bibliographic Data
| ID | 7150994 |
|---|---|
| Authors | M R Johnson (0000-0003-4622-650X, The University of Sydney, corresponding author), James Baguley (0009-0002-4477-4991, The University of Sydney) |
| Year | 2025 |
| Volume | 31 |
| Issue | 5 |
| Pages | 1709-1723 |
| Publication date | 2025-10-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Convergence The International Journal of Research into New Media Technologies (JOURNAL) |
| Journal identifiers | ISSN: 1354-8565 • E-ISSN: 1748-7382 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/13548565251354860 |
| OpenAlex | W4411593836 |
| Language | EN |
| Citations received | 2 |
| References cited | 58 |
Game live streaming has become a major component of global game culture. Through interview data with Japanese game live streamers, this paper offers a first consideration of Japanese-language game streaming and its associated cultural norms, expectations, and streamer perspectives. We firstly show that Japanese game streamers mostly stream anonymously, and interrogate this preference and situate it within wider contexts of Japanese internet culture, gaming culture, and societal stigmas. Secondly we show Japanese game streamers do not only appeal to native Japanese speakers, but draw in viewers from both English-language and Chinese-language backgrounds. We examine this in the context of the widespread cultural perception outside Japan of Japanese ‘otherness’, demonstrating instead that Japanese game streamers are well integrated with global flows of game streaming. We therefore present a picture of a linguistic-cultural game streaming context that is in many ways familiar, yet also highly distinctive
Archaeology · Live Streaming · Multimedia · Computer Science · Digital Games and Media · History · Impact of Technology on Adolescents · Multimedia Communication and Technology
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| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |