Browse Items (22 total)

Felczak, M. (2022). Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events. In Video Games and Comedy (pp. 233-250). Palgrave Macmillan, Cham.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

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

Pfeiffer, A., Bezzina, S., Denk, N., Kriglstein, S., Wimmer, S., & Thielen, C. (2020). Life-world oriented education in the times of the Covid-19 lockdown. Twitch. tv as pedagogical tool.

Fernandes, M. (2020). Detecting Potential Subscribers on Twitch: A Text Mining Approach with XGBoost—Discovery Challenge ChAT: CoolStoryBob.

Schleiner, A. M. (2020). Ecologies of Friends: Boy Masters of Craft, Live-Streaming Jocks, and Pockets of Others. In Playful Participatory Practices (pp. 73-93). Springer VS, Wiesbaden.

Harpstead, E., Rios, J. S., Seering, J., & Hammer, J. (2019). Toward a twitch research toolkit: a systematic review of approaches to research on game streaming. In Proceedings of the annual symposium on computer-human interaction in play (pp.…

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

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.…

Dux, J., & Kim, J. (2018). Social live-streaming: Twitch. TV and uses and gratification theory social network analysis. Computer Science & Information Technology, 100, 47-61.

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.

Carnein, M., Assenmacher, D., & Trautmann, H. (2017). Stream clustering of chat messages with applications to twitch streams. In International Conference on Conceptual Modeling (pp. 79-88). Springer, Cham.

Deng, J., Tyson, G., Cuadrado, F., & Uhlig, S. (2017). Internet scale user-generated live video streaming: The Twitch case. In International Conference on Passive and Active Network Measurement (pp. 60-71). Springer, Cham.

Anderson, S. L. (2017). Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams. Game Studies, 17(1), 1-16.

Zhang, C., Liu, J., Ma, M., Sun, L., & Li, B. (2017). Seeker: Topic-aware viewing pattern prediction in crowdsourced interactive live streaming. In Proceedings of the 27th Workshop on Network and Operating Systems Support for Digital Audio and Video…

Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109.

Consalvo, M. (2017). Player one, playing with others virtually: What’s next in game and player studies. Critical Studies in Media Communication, 34(1), 84-87.

Zhang, C., Liu, J., & Wang, H. (2016). Towards hybrid cloud-assisted crowdsourced live streaming: Measurement and analysis. In Proceedings of the 26th International Workshop on Network and Operating Systems Support for Digital Audio and Video (pp.…

Vosmeer, M., Ferri, G., Schouten, B., & Rank, S. (2016). Changing roles in gaming: Twitch and new gaming audiences. In Proceedings of 1st International Joint Conference of DiGRA and FDG, Dundee, Scotland, UK (pp. 1-2).

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).

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).

Nascimento, G., Ribeiro, M., Cerf, L., Cesário, N., Kaytoue, M., Raïssi, C., ... & Meira, W. (2014). Modeling and analyzing the video game live-streaming community. In 2014 9th Latin American Web Congress (pp. 1-9). IEEE.
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