Browse Items (14 total)

Partin, W. C. (2020). Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms. Social Media + Society, 6(3). 1-12

Scully-Blaker, R. (2016). On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community. DiGRA/FDG ’16 – Abstract Proceedings of the First International Joint Conference of DiGRA and FDG.

Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.

Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton: Princeton University Press.

Postel, C. (2016). Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use. Hastings Law Journal, 68, 1169.

Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351.

Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.

Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.

Gray, K. L. (2017). They’re Just Too Urban’: Black Gamers Streaming on Twitch. Digital Sociologies, 1, 355-368.

Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.

Gandolfi, E. (2016). To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds, 8(1), 63-82.

Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).

American Journal of Play. (2020). The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor. American Journal of Play, 12(2), 107-116.
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