Browse Items (22 total)

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).

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.

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.

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.

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

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.

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.

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.

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.

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

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).

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

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., 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…

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.

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.

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.…

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.…

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.…

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).

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