What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship
Keywords:
spectatorship, video games, live streaming, twitchtv, materialitiesAbstract
Understanding streaming platforms as capable of supporting and promoting new languages, trends, and online consumption practices, this article relates game media itself to cultural phenomena and social processes around play-watch activities in game streams on Twitch.tv. Analyzing the materiality (structure, affordances, socio-technical and economic aspects) of the leading platform in the live streaming market, we carry out a preliminary understanding of how these digital territories influence and harbor experiences of watching and playing games. Addressing the tools and uses of Twitch.tv, we present concepts that help us understand practices within the community that transcend watching and modify gaming – the sociability in participatory communities of play (Hamilton et al. 2014), the co-creation in multiplayer entertainment (Shear 2019), and the interactivity and agency in crossplay –, as well as the role of the industry and its neoliberal agenda on shaping game spectatorship and domesticating subversive conducts in the game of watching.Downloads
Published
2022-01-01
Bibtex
@Conference{digra1412, title ="What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship", year = "2022", author = "Coema, Dara", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1412}", booktitle = "Proceedings of DiGRA 2022 Conference: Bringing Worlds Together"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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