Twitching Laborious Play or : How Game-Streaming Changes Modes of Playing

dc.contributor.authorOchsner, Beate
dc.contributor.authorSpöhrer, Markus
dc.contributor.authorWaldrich, Harald
dc.date.accessioned2021-05-14T09:35:19Z
dc.date.available2021-05-14T09:35:19Z
dc.date.issued2020eng
dc.description.abstractThe 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.eng
dc.description.versionpublishedeng
dc.identifier.doi10.1007/978-3-658-30721-9_9eng
dc.identifier.ppn1822533457
dc.identifier.urihttps://kops.uni-konstanz.de/handle/123456789/53679
dc.language.isoengeng
dc.rightsterms-of-use
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dc.subject.ddc800eng
dc.titleTwitching Laborious Play or : How Game-Streaming Changes Modes of Playingeng
dc.typeINCOLLECTIONeng
dspace.entity.typePublication
kops.citation.bibtex
@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}
}
kops.citation.iso690OCHSNER, 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_9deu
kops.citation.iso690OCHSNER, 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_9eng
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kops.sourcefieldSPÖHRER, Markus, ed., Harald WALDRICH, ed.. <i>Einspielungen : Prozesse und Situationen digitalen Spielens</i>. Wiesbaden: Springer VS, 2020, pp. 179-206. ISBN 978-3-658-30720-2. Available under: doi: 10.1007/978-3-658-30721-9_9deu
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kops.sourcefield.plainSPÖHRER, 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_9eng
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source.contributor.editorWaldrich, Harald
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source.publisherSpringer VSeng
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source.titleEinspielungen : Prozesse und Situationen digitalen Spielenseng

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