Streaming on twitch: fostering participatory communities of play within live mixed media
By William A. Hamilton, Oliver Garretson, Andruid Kerne. International Conference on Human Factors in Computing Systems, 2014
735 citations recorded by the source corpus.
Subfields: Computer Networks and Communications, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/db19186513a90222c39bf0986b5e2bda6f843dcb
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In Computer Networks and Communications
In Sociology and Political Science
Citations in the corpus
- What is eSports and why do people watch it? (2017, background): “Beyond spectating eSports, being a professional eSports player or a professional video games streamer (see e.g. Hamilton et al., 2014; Jonasson and Thiborg, 2010; Seo, 2013; Sjöblom and Hamari, 2017) is a job which connects the phenomenon to an interesting view of playing games: playing video games…”
- Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework (2017, background): “…within streaming channels have been regarded as necessary elements; on the other hand, frequent interactions between broadcasters and audiences have been emphasized in attracting and maintaining audiences as well (Hamilton et al., 2014; Lim, Cha, Park, Lee,& Kim, 2012; Smith et al., 2013).”
- Why do people watch others play video games? An empirical study on the motivations of Twitch users (2017, background): “Indeed, this social dimension has been shown to be of importance in previous researchwithin video game streaming (Hamilton et al., 2014).”
- Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action (2020, background): “Contradictory to several key qualitative research findings about social aspects in eSports consumption (Cheung & Huang, 2011; Hamilton et al., 2014; Seo, 2013), the insignificance of social interaction in the current study demonstrates that eSports spectators may prefer to watch the event alone and…”
- Social motivations of live-streaming viewer engagement on Twitch (2018, methodology): “with more people the personal interaction between the streamer and the viewer breaks down (Hamilton et al., 2014).”
- You Watch, You Give, and You Engage: A Study of Live Streaming Practices in China (2018, background): “et other gamers, and to enjoy the game without investing too much time playing and mastering it. These motivations echoed previous research about the importance of forming communities among game play [8] and cultivating the streamer’s own game play attitude [26]. The characteristics of such streams ”
- The impact of live video streaming on online purchase intention (2020, background): “…previous studies have focused on the technical optimization of LVS platforms (Wamser et al., 2017), effectiveness of LVS platform interaction (Hamilton et al., 2014; He, 2013; Li & Lo, 2015), and engagement motivations of LVS games (Bründl & Hess, 2016; Haimson & Tang, 2017; Hu et al., 2017;…”