Twitching Laborious Play or : How Game-Streaming Changes Modes of Playing
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The twitch gaming event is a multifaceted and multilayered participatory act, linking economic interests of platform owners, game industry and gamers with modes of playing games – a development that engenders gaming – especially twitch gaming – as a new form of ‘work’. In this paper, we will make an effort to develop a frame by which the interconnections between actors like media specific aspects of live-streaming, the aesthetic of performing – such as ‘self-portrayal’ and maintaining a ‘screen persona’ by the streamers –,mediatechnical equipment as well as social interactions with the audience and, last but not least, economic interests become entangled to produce what we call a ‘live-streamed gaming event (Giddings 2008)’ or, to put it simple, twitch.
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OCHSNER, Beate, Markus SPÖHRER, Harald WALDRICH, 2020. Twitching Laborious Play or : How Game-Streaming Changes Modes of Playing. In: SPÖHRER, Markus, ed., Harald WALDRICH, ed.. Einspielungen : Prozesse und Situationen digitalen Spielens. Wiesbaden: Springer VS, 2020, pp. 179-206. ISBN 978-3-658-30720-2. Available under: doi: 10.1007/978-3-658-30721-9_9BibTex
@incollection{Ochsner2020Twitc-53679, year={2020}, doi={10.1007/978-3-658-30721-9_9}, title={Twitching Laborious Play or : How Game-Streaming Changes Modes of Playing}, isbn={978-3-658-30720-2}, publisher={Springer VS}, address={Wiesbaden}, booktitle={Einspielungen : Prozesse und Situationen digitalen Spielens}, pages={179--206}, editor={Spöhrer, Markus and Waldrich, Harald}, author={Ochsner, Beate and Spöhrer, Markus and Waldrich, Harald} }
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