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

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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_9
Zusammenfassung

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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ISO 690OCHSNER, 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_9
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}
}
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