What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship


Coema Dara
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

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.

 

Game Streaming Revisited: Some Observations on Marginal Practices and Contexts


Lin Holin Sun Chuen-Tsai Liao Ming-Chung
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

The focus of this paper is on the spectating phenomenon of live streaming gameplay, which has been described as “marginal.” After reviewing important non-gaming factors capable of bringing game streaming from the analytical margins to the center, we discuss the larger context in which game streaming is embedded, plus its implications. Data were gathered via in-depth interviews with game stream viewers, analyses of game streaming-related forum posts, and an online survey. According to our observations, game streaming should not be viewed as only a game-related phenomenon or extended gameplay practice, but also as a type of cross-media entertainment involving multiple media consumption characteristics—a form of stage performance, a space for social interaction, and as entertainment similar to hosted variety shows and reality television. Consumers tend to move among multiple streaming activities serving assorted media functions in search of entertainment, with their identities changing according to personal time restrictions and social situations.

 

Collegiate eSports as Learning Ecologies: Investigating Collaborative Learning and Cognition During Competitions


Richard Gabriela T. McKinley Zachary A. Ashley Robert William
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message

We explore the ways that a collegiate esports team’s play and performance evidences micro-level shifts in learning, domain mastery and expertise through simultaneously collaborative and competitive game play. Specifically, to this aim, we evaluate how esports provide evidence of processes and practices that are important for learning-relevant trajectories in and beyond higher education. Collegiate players demonstrate decision-making, reflection and elements of individual and collaborative learning during high stakes matches. Our findings help highlight evidence of perceptual learning, as it occurs over time and through the refinement of individual and collective skills, which is demonstrated through the players’ flexibility to adapt to increasingly complex challenges. We further see evidence of task cohesion and psychological safety, which corresponded with productive risk taking and group potency (or collective self-efficacy). Players also exhibit integration of effective reflection techniques and improved task and outcome interdependence. We contend that findings underscore the importance of esports as meaningful and noteworthy learning ecologies.