Browse Items (96 total)

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.

Arnusch, F. (2015). Sportübertragung 2.0: das Publikum von eSport-Streams im deutschsprachigen Raum (Magisterarbeit). Universität Wien, Wien.

Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

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

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

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

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.

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.

Johnson, M. R., & Woodcock, J. (2017). Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming. Thesis 11, 138(1), 26–45.

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.

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

Recktenwald, D., & Yiwei, D. (2016). Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China. In Proceedings of 3rd Annual Chinese DIGRA Conference.

Rothwell, G., & Shaffer, M. (2019). eSports in K-12 and Post-Secondary Schools. Education Science, 9(2), 105-115

Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.

Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.

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

Karhulahti, V.-M. (2016). Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. In Proceedings of the First International Joint Conference of DiGRA and FDG, 1–5 August 2016. Dundee, Scotland: Digital Games Research Association…

Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.

Scholz, T. M. (2012). New Broadcasting Ways In IPTV — The Case of the Starcraft II Broadcasting Scene. World Media Economics & Management Conference 23–27.5.2012 in Thessaloniki, Greece.

Seula, R., Amaro, M., & Fragoso, S. (2018). Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer. DIGRA

Yang, Y. (2020). Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements.

Rodrigues, E., & Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship, International Conference on Human-Computer Interaction.

Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I Watching? Capturing the Interplay of Social and Technological Aspects of Online Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 199-209.

Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.

Jang, W. W., Byon, K. K., Baker, T. A., & Tsuji, Y. (2020). Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast, Sport, Business and Management, published online…

Li, L., Uttarapong, J., Freeman, G., & Wohn, D. Y. (2020). Spontaneous, Yet Studious: Esports Commentators’ Live Performance and Self-Presentation Practices. Proceedings of the ACM on Human-Computer Interaction, Article 103.

Kim, J., & Kim. M. (2020). Spectator E-sport and Well-being through Live Streaming Services. Technology in Society, 63.

Smith, T., Obrist, M., & Wright, P. (2013). Live-streaming changes the (video) game. In Proceedings of the 11th european conference on Interactive TV and video (pp. 131-138).

Pires, K., & Simon, G. (2014). Dash in twitch: Adaptive bitrate streaming in live game streaming platforms. In Proceedings of the 2014 Workshop on Design, Quality and Deployment of Adaptive Video Streaming (pp. 13-18).

Pires, K., & Simon, G. (2015). YouTube live and Twitch: a tour of user-generated live streaming systems. In Proceedings of the 6th ACM multimedia systems conference (pp. 225-230).

Zhang, C., & Liu, J. (2015). On crowdsourced interactive live streaming: a twitch. tv-based measurement study. In Proceedings of the 25th ACM workshop on network and operating systems support for digital audio and video (pp. 55-60).

Pan, R., Bartram, L., & Neustaedter, C. (2016). TwitchViz: a visualization tool for twitch chatrooms. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1959-1965).

Bingham, C. M. (2020). Talking about Twitch: Dropped Frames and a normative theory of new media production. Convergence, 26(2), 269-286.

Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.

Scully-Blaker, R., Begy, J., Consalvo, M., & Ganzon, S. (2017). Playing along and playing for on Twitch: Livestreaming from tandem play to performance.

Zhao, Q., Chen, C. D., Cheng, H. W., & Wang, J. L. (2018). Determinants of live streamers’ continuance broadcasting intentions on Twitch: A self-determination theory perspective. Telematics and Informatics, 35(2), 406-420.

Wohn, D. Y., Freeman, G., & McLaughlin, C. (2018). Explaining viewers' emotional, instrumental, and financial support provision for live streamers. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13).

Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.

Browne, J. T., & Batra, B. (2018). Twickle: Growing Twitch Streamer's Communities Through Gamification of Word-of-Mouth Referrals. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video (pp.…

Lin, C. Y., & Chen, H. S. (2019). Personalized channel recommendation on live streaming platforms. Multimedia Tools and Applications, 78(2), 1999-2015.

Zhao, K., Lu, Y., Hu, Y., & Hong, Y. (2018). Change, we can believe in: Examining spillover effect of content switching on live streaming platform. In 39th International Conference on Information Systems, ICIS 2018. Association for Information…

Faas, T., Dombrowski, L., Young, A., & Miller, A. D. (2018). Watch me code: Programming mentorship communities on twitch. tv. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Li, Y., Kou, Y., Lee, J. S., & Kobsa, A. (2018). Tell me before you stream me: Managing information disclosure in video game live streaming. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Koo, H. (2018). Factors affecting streamers' loyalty to live streaming platforms, 22nd Biennial Conference of the International Telecommunications Society (ITS):
"Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea,…

Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch. tv on the video game industry. Media, Culture & Society, 41(5), 670-688.

Cai, J., & Wohn, D. Y. (2019). Live streaming commerce: Uses and gratifications approach to understanding consumers’ motivations. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Consalvo, M., & Phelps, A. (2019). Performing game development live on Twitch. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Faas, T., Dombrowski, L., Brady, E., & Miller, A. (2019). Looking for group: Live streaming programming for small audiences. In International Conference on Information (pp. 117-123). Springer, Cham.

Robinson, R. (2019). Using biometrics as a social intervention in gaming. In Proceedings of the thirteenth international conference on tangible, embedded, and embodied interaction (pp. 755-760).

Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481.

Cullen, A. L., & Ruberg, B. (2019). Necklines and'naughty bits' constructing and regulating bodies in live streaming community guidelines. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1-8).

Wohn, D. Y. (2019). Volunteer moderators in twitch micro communities: How they get involved, the roles they play, and the emotional labor they experience. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-13).

Johnson, M. R., Carrigan, M., & Brock, T. (2019). The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv. First Monday, 24(8).

Sun, Y., Shao, X., Li, X., Guo, Y., & Nie, K. (2019). How live streaming influences purchase intentions in social commerce: An IT affordance perspective. Electronic Commerce Research and Applications, 37, 100886.

Chen, X., Nguyen, T. V., Shen, Z., & Kankanhalli, M. (2019). Livesense: Contextual advertising in live streaming videos. In Proceedings of the 27th ACM international conference on multimedia (pp. 392-400).

Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.

Kim, J., Park, K., Song, H., Park, J. Y., & Cha, M. (2020). Learning how spectator reactions affect popularity on twitch. In 2020 IEEE International Conference on Big Data and Smart Computing (BigComp) (pp. 147-154). IEEE.

Anjani, L., Mok, T., Tang, A., Oehlberg, L., & Goh, W. B. (2020). Why do people watch others eat food? An Empirical Study on the Motivations and Practices of Mukbang Viewers. In Proceedings of the 2020 CHI conference on Human Factors in Computing…

Rines, O. (2020). Online Community Bonds as a Method of Mitigating Toxicity in an Interactive Livestream. In Multidisciplinary Perspectives on Media Fandom (pp. 303-322). IGI Global.

Yang, S., Lee, C., Shin, H. V., & Kim, J. (2020). Snapstream: Snapshot-based interaction in live streaming for visual art. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Foster, L. B., & Dunn, R. A. (2020). Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors. In Digital Marketing Strategies and Models for Competitive Business (pp. 160-186). IGI Global.

Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New media & society, 23(6), 1681-1699.

Abarbanel, B., & Johnson, M. R. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413.

Wohn, D. Y., & Freeman, G. (2020). Audience management practices of live streamers on Twitch. In ACM International Conference on Interactive Media Experiences (pp. 106-116).

Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In Proceedings of the 2020 ACM Designing Interactive Systems Conference (pp. 757-769).

Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I watching? Capturing the interplay of social and technological aspects of online live streaming. In GamiFIN (pp. 199-209).

Kim, J., Jung, Y., Yeo, H., Ye, J., & Han, D. (2020). Neural-enhanced live streaming: Improving live video ingest via online learning. In Proceedings of the Annual conference of the ACM Special Interest Group on Data Communication on the…

Oh, S., Kim, J., Ji, H., Park, E., Han, J., Ko, M., & Lee, M. (2020). Cross-cultural comparison of interactive streaming services: Evidence from Twitch. Telematics and Informatics, 55, 101434.

Chen, Y., Lasecki, W. S., & Dong, T. (2021). Towards supporting programming education at scale via live streaming. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW3), 1-19.

LaMastra, N., Uttarapong, J., Gandhi, R., Cook, C. L., & Wohn, D. Y. (2020). How a Live Streamer's Choice in Played Game Affects Mental Health Conversations. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play…

Cox, L. P., & Ao, L. (2020). LevelUp: A thin-cloud approach to game livestreaming. In 2020 IEEE/ACM Symposium on Edge Computing (SEC) (pp. 246-256). IEEE.

Zhao, K., Hu, Y., Hong, Y., & Westland, J. C. (2019). Understanding characteristics of popular streamers on live streaming platforms: evidence from Twitch. tv. Journal of the Association for Information Systems, Forthcoming.

Warren, S. (2020). Good Vibes Friday: reflections on livestreaming during the COVID-19 lockdown. Dancecult: Journal of Electronic Dance Music Culture, 12(1).

Chan, B., & Gray, K. (2020). Microstreaming, microcelebrity, and marginalized masculinity: Pathways to visibility and self-definition for black men in gaming. Women's Studies in Communication, 43(4), 354-362.

Mihailova, T. (2020). Navigating ambiguous negativity: A case study of Twitch. tv live chats. New Media & Society, 1461444820978999.

Phelps, A., Consalvo, M., & Bowman, N. (2021). Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework. In: Proceedings of the 54th Hawaii International Conference on System Sciences.

Mallari, K., Williams, S., & Hsieh, G. (2021). Understanding Analytics Needs of Video Game Streamers. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Roldán, L. (2021). Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities. In Healthcare (Vol. 9, No. 2, p. 192). Multidisciplinary Digital…

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Johnson, M. R. (2021). Behind the Streams: The Off-Camera Labour of Game Live Streaming. Games and Culture, 16(8), 1001-1020.

Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch. tv. Information, Communication & Society, 1-18.

Uttarapong, J., Cai, J., & Wohn, D. Y. (2021). Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled Negativity. In ACM International Conference on Interactive Media Experiences (pp. 7-19).

Cai, J., Wohn, D. Y., & Almoqbel, M. (2021). Moderation visibility: Mapping the strategies of volunteer moderators in live streaming micro communities. In ACM International Conference on Interactive Media Experiences (pp. 61-72).

Yu, V., Paola, K., Alvarez, B., & Chen, V. H. H. (2021). Game streamers’ practices on Twitch and management of well-being. Journal of Communication Technology, Association for Education in Journalism and Mass Communication, 54-77.

Hammad, N., Harpstead, E., & Hammer, J. (2021). Towards Examining The Effects of Live Streaming an Educational Game. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Chung, J. J. Y., Shin, H. V., Xia, H., Wei, L. Y., & Kazi, R. H. (2021). Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live Streaming. In Proceedings of the 2021 CHI Conference on Human Factors in…

Cai, J., Guanlao, C., & Wohn, D. Y. (2021). Understanding rules in live streaming micro communities on twitch. In ACM International Conference on Interactive Media Experiences (pp. 290-295).

Zhou, Y., & Farzan, R. (2021). Designing to Stop Live Streaming Cyberbullying: A case study of Twitch Live Streaming Platform. In C&T'21: Proceedings of the 10th International Conference on Communities & Technologies-Wicked Problems in the Age of…

Martelaro, N., Lakdawala, T., Chen, J., & Hammer, J. (2021). Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets. In Designing Interactive Systems Conference 2021 (pp. 1765-1782).

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Gong, T., Fan, Z., Popovic, S., & Wang, G. (2022). Copyright protection of live esports broadcast under China's new Copyright Law. Technology in Society, 71, 102123.

Meng-Lewis, Y., Lewis, G., Lin, Z., & Zhao, Y. (2022). Examination of Esports Fans’ Live Streaming Experiences Using an Extended Expectation-Confirmation Model: A Case Study of the King Pro League. International Journal of Human–Computer Interaction,…

Ramírez, J. F. V., & Carrión, E. L. G. (2022). Live-Streaming Culture in the Esports Community. In Esports and the Media (pp. 35-51). Routledge.

Nikkanen, M., & Tan, T. M. (2022). An investigation on the consumer demand and behavior in video game live streaming (Doctoral dissertation, Master Thesis). http://jultika. oulu. fi/files/nbnfioulu-202206142770. pdf (Erişim tarihi: 20 Ağustos 2022)).

Rowe, E. W. (2022). Spectatorship in the Age of Streaming: the Organization, Economics, and Technology of eSports (Doctoral dissertation, University of Colorado at Boulder).

Singh, A. (2022). The rise of digital advertising in eSports: A case study on Twitch (Doctoral dissertation, The IIE).
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