twitch上的流媒体:在现场混合媒体中培养参与性游戏社区

William A. Hamilton, Oliver Garretson, A. Kerne
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引用次数: 541

摘要

此前,视频流媒体网站处于在线社交媒体的边缘。在过去的两年里,视频游戏的直播出现在Twitch等网站上。电视,已经变得非常受欢迎。直播是玩家社区的聚会场所。Twitch流媒体结合了广播视频和开放的IRC聊天频道。与游戏玩法相结合,观众参与和社区建设得到了强调。Twitch流的规模和性质各不相同,从只有50名观众的亲密社区到拥有数万名观众的大规模广播。在本文中,我们对Twitch上的视频游戏直播进行了人种学调查。我们发现Twitch流充当了虚拟的第三场所,非正式社区在其中出现、社交和参与。随着时间的推移,流社区围绕着从流中提取的共享身份形成。内容和参与者?共同的经历。我们描述了流社区形成的过程、成员的动机以及媒体中的突发问题。最后,我们从研究结果中得出了对现场混合媒体环境设计的启示,以支持参与式在线社区。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Streaming on twitch: fostering participatory communities of play within live mixed media
Previously, video streaming sites were at the fringes of online social media. In the past two years, live streams of video games, on sites such as Twitch.tv, have become very popular. Live streams serve as meeting grounds for player communities. The Twitch streaming medium combines broadcast video with open IRC chat channels. In conjunction with gameplay, viewer participation and community building gain emphasis. Twitch streams range in size and nature, from intimate communities with fifty viewers, to massive broadcasts with tens of thousands. In this paper, we present an ethnographic investigation of the live streaming of video games on Twitch. We find that Twitch streams act as virtual third places, in which informal communities emerge, socialize, and participate. Over time, stream communities form around shared identities drawn from streams? contents and participants? shared experiences. We describe processes through which stream communities form, the motivations of members, and emergent issues in the medium. Finally, we draw from our findings to derive implications for design of live mixed-media environments to support participatory online communities.
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