User:Philsphan08/Video game livestreaming

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The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services. By 2014, Twitch streams had more traffic than HBO's online streaming service, HBO Go. Professional streamers often combine high-level play and entertaining commentary and earn income from sponsors, subscriptions, ad revenue, and donations.

Both AAA and indie developers have circumvented rising development costs by utilizing the free advertising live streaming provides. Independent titles such as Fall Guys, Rocket League, and Among Us are examples of games that have experienced a huge increase in player base due to streaming. Esports have also gained significant traction and attention from the accessibility of live streaming, and streaming has even been used as a method to raise awareness of social issues and money for charity.

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YouTube Gaming booth at Google event in 2019.

Through live streaming, viewers can watch experienced or entertaining video game players while immersing themselves in a virtual audience of like-minded people. Many viewers cannot experience these video games due to time and financial constraints. Video game live streaming can be a remedy to this dilemma, allowing the audience to consume the act of the streamer's consumption[1]. Live streamers are seen as community organizers of a video game due to their ability to play said game or the entertainment they've created around it[1]

Twitch is currently the most popular video game live streaming service for both streamers and viewers. The website averaged 35 million daily users in 2022 and 7 million distinctive streamers go live every month [2]. Twitch has a global reach as well, hosting broadcasts in up to 35 different languages[2].

Impact on Video Game Industry

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Live streaming has brought attention to previously obscure video games such as Rocket League, Fall Guys, and Among Us. Rocket League, a vehicular soccer game developed by Psyonix, sold over 5 million copies after becoming one of the top 5 most-watched games on Twitch when it released in July 2015. The game eventually accumulated over 12 million players and earned itself a Twitch Rocket League Championship Series.[3] In September 2020, Rocket League abandoned its traditional pricing scheme and became free-to-play.

This form of live streaming has become a popular form of advertising for video game developers, surpassing traditional mediums such as online magazines and traditional demos.[4] Potential consumers are able to experience newly released video games without having to purchase them. Major multiplayer titles benefit from this free advertising, but more linear point-and-click titles, such as those from the now defunct Telltale Games, can suffer if the people watching the gameplay are satisfied without making a purchase.

(I am taking out this paragraph because is it old information and not cited at all. Not sure if I could find a source for this information.)

The rise in large-scale "AAA" video game titles have resulted in increased prices for consumers and the prevalence of free-to-play titles containing microtransactions. Smaller developers have utilized crowdsourcing platforms such as GoFundMe alongside streaming services such as Twitch to advertise their product. In turn, digital storefronts such as Steam have become even more popular with features such as built-in streaming integration and Steam early access facilitating a growth in users. By developing games with live streaming in mind, developers can leverage these features and allocate their budget towards innovative gameplay rather than traditional advertising.

Older titles, such as Super Mario 64 and The Legend of Zelda: Ocarina of Time, have seen renewed popularity due to speedruns, or rapid completions, facilitated by live streaming.[8] This has been a key component in diversifying live streaming audiences.

Video game live streaming has increased the popularity of many free-to-play games like Fortnite, Call of Duty: Warzone, and Valorant. Free-to-play games cost no money to buy and play but offer purchasable items in-game in order to turn a profit. Items can range from clothes, weapon accessories, emotes, and more. Due to its popularity among live streamers and easy accessibility for viewers to play, free-to-play games blew up in popularity in the video game community.

Another reason for the increased popularity of free-to-play games was the frequent updates and patches provided for the player base[5]. Major issues users found in games were getting fixed much more frequently than in AAA games. Due to the popularity of these games, live-streaming platforms have become places of discussion and suggestions on how to improve these games[5].

Streamer-Viewer Relationship

Livestreaming video games has become a phenomenon offering a range of entertainment and engagement. It's not just, about broadcasting gameplay it's about the unique dynamics that streamers bring to their live shows. Live chat logs are at the heart of this culture serving as a hub where viewers and streamers form a special bond[6]. People are not only interested in the gameplay itself but in the personalities and entertainment provided by the streamer. This connection goes beyond watching viewers often try to emulate the streamer's overall persona creating an environment where the streamer sets the tone and vibe of the livestream[6]. Live chat logs enable this interactivity through features like subscriber emotes – emoticons that viewers can use if they pay a subscription fee to support their favorite streamer[6]. These emotes are often designed specifically for each streamer reflecting their personality or unique language style allowing dedicated fans to communicate in their own way and making video game live-streaming even more immersive[6].

References[edit]

  1. ^ a b Kohls, Harper; Hiler, Jacob L.; Cook, Laurel Aynne (1 January 2023). "Why do we twitch? Vicarious consumption in video-game livestreaming". Journal of Consumer Marketing. 40 (6): 639–650. doi:10.1108/jcm-03-2020-3727. S2CID 258118414.
  2. ^ a b "Twitch Ads | Audience". Twitch.tv.
  3. ^ Johnson, Mark R; Woodcock, Jamie (July 2019). "The impacts of live streaming and Twitch.tv on the video game industry". Media, Culture & Society. 41 (5): 670–688. doi:10.1177/0163443718818363.
  4. ^ Johnson, Mark R; Woodcock, Jamie (July 2019). "The impacts of live streaming and Twitch.tv on the video game industry". Media, Culture & Society. 41 (5): 670–688. doi:10.1177/0163443718818363.
  5. ^ a b van der Molen, Kas (2022-08-18). "Valorant and the Platformization of Free-To-Play Games - Library Search". Press Start. 8 (2).
  6. ^ a b c d Jackson, Nathan J. (2020). "Understanding Memetic Media and Collective Identity Through Streamer Persona on Twitch.tv". Persona Studies. 6 (2): 69–87. doi:10.21153/psj2020vol6no2art966. S2CID 233700032.

[1]

Kohls, H., Hiler, J. L., & Cook, L. A. (2023). Why do we twitch? vicarious consumption in video-game livestreaming. Journal of Consumer Marketing, 40(6), 639–650. https://doi.org/10.1108/jcm-03-2020-3727

Qian, T. Y., Wang, J. J., & Zhang, J. J. (2020). Push and pull factors in E-Sports Livestreaming: A partial least squares structural equation modeling approach. International Journal of Sport Communication, 13(4), 621–642. https://doi.org/10.1123/ijsc.2020-0001

Zsila, Á., Shabahang, R., Aruguete, M. S., Bőthe, B., Gregor-Tóth, P., & Orosz, G. (2023). Exploring the association between twitch use and well-being. Psychology of Popular Media. https://doi.org/10.1037/ppm0000486

Jackson, N. J. (2021). Understanding memetic media and collective identity through Streamer persona on Twitch.tv. Persona Studies, 6(2), 69–87. https://doi.org/10.21153/psj2020vol6no2art966

Twitch Advertising. Twitch.tv. (n.d.-a). https://twitchadvertising.tv/audience/

With these sources, I hope to bring more academically reviewed articles to the bibliography of my article. In its current form, it is made up of mainly news publications. I want to expand on the "Risks" section of the article to include more information on the effects on the viewers. Also, I would like to go more in-depth on the streamers responsible for live streams. The article currently has a section on how to get into the industry that I want to remove due to the irrelevancy to the rest of the page.

  1. ^ Kohls, H., Hiler, J. L., & Cook, L. A. (2023). Why do we twitch? vicarious consumption in video-game livestreaming. Journal of Consumer Marketing, 40(6), 639–650. https://doi.org/10.1108/jcm-03-2020-3727