• No results found

Ways Twitch.tv is perceived by its audience

N/A
N/A
Protected

Academic year: 2021

Share "Ways Twitch.tv is perceived by its audience"

Copied!
46
0
0

Bezig met laden.... (Bekijk nu de volledige tekst)

Hele tekst

(1)

1

Ways Twitch.tv is perceived by its audience

SUBMITTED IN PARTIAL FULLFILLMENT FOR THE DEGREE OF MASTER OF SCIENCE

Y

ULIYAN

Z

HEKOV

10865519

M

ASTER

I

NFORMATION

S

TUDIES

G

AME

S

TUDIES

F

ACULTY OF

S

CIENCE

U

NIVERSITY OF

A

MSTERDAM

August 4, 2015

1st Supervisor 2nd Supervisor Dr. Mirjam Vosmeer Dr. Frank Nack

(2)

2

Ways Twitch.tv is perceived by its audience

Y

ULIYAN

Z

HEKOV

10865519

ABSTRACT

This exploratory research aims to uncover lesser known reasons and motivations people have to watch live game streams on the online platform for streaming Twitch.tv. The research method uses data from 9 in-depth interviews with active viewers and streamers and is combined with publicly available online video discussion produced by selected streamers. The research reveals alternative ways viewers perceive Twitch.tv from the chronological perspective of its current state of development. Key findings include Twitch.tv being used as (1) means to counters social isolation; (2) as part of a fragmented multitasking process; (3) as an alternative to established media like TV and radio; (4) as mostly a solo activity.

1. INTRODUCTION

What is Twitch.tv

Twitch.tv1 is an online web platform that allows video gamers to

stream their gaming experience publicly in real time to an audience. Through various available pieces of software -- some of which are available free of charge2 -- people are able to record their gameplay

and make it available for viewing online by anyone who tunes in to their personal Twtich.tv channel. Video games are the main thematic focus of Twitch.tv as a broadcasting platform.

Twitch.tv experience is a combination of interaction between the game, the player and the audience. However, there is a big difference between the quality and the quantity of data exchanged between all actors and elements involved. The streamer is the actor who renders video and audio through gameplay interactivity, while the audience is usually allowed to interact with the caster through the limited inbuilt chat functionality.

1.1 Twitch.tv and its competitors

Twitch.tv is by far the most popular streaming platform dedicated to video games3 and is hence the focus of this research. Twitch.tv

has unique qualities and structure that clearly distinguishes it from its competitors. Twitch.tv operates in the niche that deals with video game live streaming while competitors focus on a variety of themes and host multiple video categories and genres (Ustream.tv4,

YouTube5). Other competitors (Steam6, Azubu7) do focus on video

game streaming but are relatively new on the commercial scene and are presently less popular than Twitch.tv. Another major factor is that Twitch.tv uses the successful momentum it has since 2007, when the platform was known by its prior brand name - Justin.tv8.

It could be said that the backbone of present Twitch.tv community are viewers who used to be part of the pre-branded network Justin.tv. 1 http://www.twitch.tv/ 2 https://obsproject.com/ 3 http://www.alexa.com/siteinfo/twitch.tv 4 http://ustream.tv/

1.2 Ways Twitch.tv is perceived by its

audience

Video games are an interactive medium where the player also adopts the role of an observer and follows up on the results of his own actions applied to the game (Donovan, 2010). Twitch.tv is an interactive medium that uses video games as a main source for the entertainment value, and extends gaming experience through the introduction of a mass audience. Similar to single player audienceless mode, the process of streaming to an audience also happens in real time. However, the level of interactivity on Twitch.tv, compared to solo gaming, is increased through the presence of the audience and the asynchronous communication between the many participating observers and the player. The original idea of Twitch.tv remains the same today: to provide pure entertainment through a live broadcasting of already highly interactive medium – that is video games – to an audience. However, due to unique role of the audience, and the ‘reality show’ nature of video game streams, Twitch.tv allows viewers to incorporate it in their lifestyle in a variety of ways that fundamentally differ from the original idea.

1.3 The research question

This paper intends to find alternative ways people use Twitch.tv. Hence the research question is: What are the ways people use

Twitch.tv?

2. BACKGROUND / THEORY

In order to explain the motivations people have to watch live game streams on Twitch.tv, few underlying concepts are foremost explained. These terms include video games, video gamers and how the combination of the two relates to Twitch.tv audience.

2.1 Video Games

The term videogame has varied contextual meaning, and correlates to the way it is conceptualized and used in academic grounds. Video

games could be defined as hybrid between pure physical activity

(Sutton-Smith, 1997) and an accepted set of rules used to construct a meaningful imaginary world. Players are found to alternate between the game world and the real world – an act that is commonly explained through the term magic circle (Huizinga, 1955). The magic circle is a theoretical framework aimed to classify rules that apply to either the game world or the real world and is also essential to evaluating the role of the audience in this interaction. The audience is actually breaking the game world and the player’s reality, but this breaking of boundaries created by the magic circle is compensated by increased social interactivity. Video games use technology to create synergistic virtual worlds and are open to interpretation by people who play them. This led

5 http://www.youtube.com/

6 http://steamcommunity.com/updates/broadcasting 7 http://www.azubu.tv/

(3)

3 certain scientists (Lantz, 2009) to qualify them as products with

varied value. According to Lantz, video games are not simply consumed, they are rather played. Their value is not bonded to state of economy or shelf life, but is rather based on players’ individual character, qualities, knowledge and past experiences.

2.2 Video Gamers

Video games are essential to this study since they constitute the individuals who actually generate live content for Twtich.tv viewers. Video gamers are still commonly referenced by academia by somewhat inaccurate stereotypical terms like ‘anti-social’, ‘lazy’, ‘violent’, even ‘aggressive’ (Crawford, 2005). This paper would refrain from categorizing video gamers, but would rather focus on their role in attracting audiences. In practice, Twitch.tv streamers are video gamers who like to broadcast their experience to viewers, the majority of which are also video gamers. The process is unique and generates a rich, tailor-made experience in an environment that every participant can easily relate to. On Twitch.tv, it is very hard to differentiate viewers from gamers due to the overlapping meaning of both terms. It could be said for certain that every streamer has also the qualities of a viewer. However, not every viewer is a streamer (see section Results for more information).

2.3 Twitch.tv as medium

2.3.1 The game, the player, and the viewers.

Some game studies researchers (Lantz, 2009) argue that games are not designed to hold specified meaning for the ones who play it, but are rather created to provoke interaction based on context. If the core goal of News as medium is to convey pieces of information to a receiver, a video game is rather a type of medium that creates a virtual world for the player so that she/she could construct their own meaning through interaction. This makes any game not simply a product but rather a process of production (Crawford, 2012). On Twitch.tv, the overall experience is co-created by the combined effort of broadcasters and their audience. They both act upon the game world and thus their interpretation of it is diffused through each other’s perception.

2.3.2 Active audience

One of the key advantages of Twitch.tv as a medium is the active nature of its audience. Audiences of TV shows or theatre plays don't have the opportunity to have any direct feedback during the episode run or during play performance. They only have the quality of a passive observer which is a restriction that is part of the core nature of such. For example, if theatre audience were allowed to interact with the actors in the play, it would not only change the original message of production, but would be considered either a spoiler or unwanted interference. In Twitch.tv, the audience is given the privilege to participate in creating the overall experience for everyone involved and its input is not only harmless but essential. The two-way intermittent communication between streamers and observers can be related to media formats like TV talk shows. However, what makes Twitch.tv unique in that regard is the way it combines another already popular media: video games. Unlike YouTube or TV shows, where the majority of the videos are pre-recorded or follow a script, Twitch.tv videos provide live and uncut footage and there are no supporting techniques, like post-production, involved in it. The intermittent nature of Twitch.tv in real time broadcasting makes it more similar in quality to a reality show than to a TV show.

Twitch.tv audience has the special quality some Game Studies researchers define as an active audience (Crawford, 2005). Twitch.tv streamers are the main performers and creators of the

spectacle, and the viewers are the main audience. However, both actors have interchangeable roles: everyone can be either the observer or the actor, based on particular context. Play and non-play are simply defined by the melded effort of all participants (Zimmerman, 2004).

2.4 Twitch.tv as a learning tool

Live game streams are in practice useful tutorials to other gamers who want to learn how to become a better gamer through observation. Twitch.tv viewers are in a position to learn aspects of the game from the unique perspective of an observer. Also they could aid players by pointing out elements that are not visible from the player’s first person point of view. During engaging gameplays, players’ attention to details is somewhat reduced due to increased concentration. However, observers are unbound by the rules of the game and can provide in-depth game analysis (Bouche, 2015b). The relation between players and observers on Twitch.tv sometimes resembles that of a race car pilot and his navigator: the players are in control of the game, but can use the helpful input of the audience that otherwise remains hidden from their own perspective.

2.5 The social value of Twitch.tv

Live game broadcasting is a two way social relationship between the caster and their audience. This is how online friendships are formed, following the interactive relationship between perceived and enacted social support (Quandt, 2014). Broadcasting is a recurrent social event where relationships are frequently "refreshed" and sometimes represent a virtual social club with elements from any physical social club: patrons, guests, gifts, competitions, etc.

Twithc.tv content resembles more a reality show than it does a source for static gameplay video content. Twitch.tv puts people -- and their values, needs and aspirations – in the spotlight and connects them using stream channels as common denominators.

2.6 Audience

2.6.1 Medium Audience

Unlike in news media, where audience represent the end user who receives a closed message, in live game broadcasting the audience is nothing less of a production co-creator (Long, 2009). While news messages are factual and objective in intention (Hall S. , 1973) any stream message is absorbed and decoded in ways that are unique for each individual observer. This means that live streaming brings gaming experience into a state where it branches into a number of different realities, the minimum number of which equals the number of all participants.

Some scientists claim that in news reporting, for example, the end user is being controlled or manipulated by the production (Borges, 2015a). Twitch.tv, as any other media, is not insured against the use of manipulation. However, due to the real-time two-way interactive mode available on Twitch.tv, viewers are as prone to manipulation as much as they are able to manipulate themselves. This process of dependency is regulated through Twitch.tv channel moderation and is similar to any method used in contemporary world as crowd control.

2.6.2 Audience as an independent evaluator

Twitch.tv audiences can be canvassed through the incorporation/resistance model (Abercrombie, 1998) which highlights the quality of the audience as an active evaluator. Twitch.tv audience examine the broadcasted content from the unbiased point of view of a true critic and are free to interpret what they see in whatever way they find valuable or enjoyable.

(4)

4

2.6.3 Audiences as companions

Video game audiences, sometimes also referred to as onlookers, relate to video gamers in similar way cheerleaders relate to the team they support (Lin, 2008). Twitch.tv audiences supply extra in-game cues, and even honor players’ sense of achievement.

2.6.4 The reverse ‘Big Brother’ effect

In view of contemporary changes regarding increased transparency of personal privacy9, Twitch.tv audiences show an intricate contrast

to this trend. In a world where the few are considered to be watching the many (Fischer, 2011), live game broadcasting creates an environment that has the reversed qualities: all viewers, the bulk of Twitch.tv’s community, are the ones who observe the few streamers.

2.6.5 The added value of the audience

Social interactions can actually represent processes of production (Fiske, 1992). Twitch.tv audiences, despite the limited means of communication provided for them on the platform, are an indispensable part of Twitch.tv production. Twitch.tv audience is, in role and practice, a main moderator of Twitch.tv experience. This interaction is determined thought constant interplay between all community members. Channel discussion created by viewers are in practice what Fiske defines as an enunciative production.

2.6.6 Twitch.tv audience as indispensable element

Some researchers (Eskelinen, 2003) claim that video games, unlike other games like football and basketball, do not need audience since audiences are not an element that is part of game rules. However, Twitch.tv proves to be a bright counterexample when directly compared to popular sports games. While the core idea of most single player games lie in the classic game-gamer relationship, in broadcasting mode the audience’s function is beyond that of a mere passive observer. Twitch.tv channels have dedicated viewers who are not different than hockey or football supporters, for example, who cheer for their favorite team. Due to the live aspect of Twitch.tv experience, viewers have the power to influence the player’s performance in real time.

2.6.7 The power of the numbers

On Twitch.tv, the presence of the audience creates an added value to the already existing interactivity between a player and a computer or a console (Jones, 2008). Live game broadcasting brings even more social meaning to video gameplay regardless of game mode, genre or theme. Consequently, the importance of the audience can be examined from a pure quantitative point of view: while the player and the game represent singular instances, the audience can account for up to several tens of thousands viewers. With such huge ratio, it is clear how the value of the audience as a partner in moderation is huge.

2.6.8 Simple, mass and diffused audiences

Some scientists (Longhurst, 2007) suggest audiences can be classified into three distinct types: simple, mass and diffused. Simple audiences are for example theatre and live sports event audiences, where observers are spatially in the same place as the event or the game. Mass audiences derive from mass media: people can watch TV or listen to music from home or virtually anywhere, also free from the restrictions set by location. A diffused audience are created when observed events are intertwined with everyday activities. Due to the spectacular nature of contemporary life

9

http://www.guardian.co.uk/technology/2009/apr/02/google-privacy-mobile-phone-industry

(Longhurst, 2007), even every day mundane activities can be viewed as performances where people are both performers and their own audiences. Twitch.tv viewers are spatially independent and can easily combine stream watching with other everyday activities. In this process, the live performance is diffused to other activities and allows for attention-split, multi-tasking process (This phenomenon is further explored in section 4.2.3)

2.7 Gaming culture

Audiences are considered to be the product of the media industry they belong to, whether this would be TV networks, websites, or magazines (Adorno, 1991). Audience activities, viewing preferences, interaction patterns and even consumer patterns are what define the cultural shape of respective industry. However, this research explores individual viewpoints of Twitch.tv viewers in effort to also connect gaming culture with the identity video gamers prescribe to themselves. The consumers, that are part of the gaming

culture, are greatly influenced by the products and services the

gaming industry supplies. Some researchers (Adorno, 1991) believe that the industry has the greater influence in that relation. Video gamers are sometimes included in the process of game creation through game modes like pre-alpha versions or early

access so that they can help in the game development process

through independent feedback. However, it seems that gaming companies have the bigger influence on the final game products, which makes gamers less of a sovereign consumers (Hall S. , 1980).

2.8 The implication of multi-tasking

Recent researches shows a negative correlation between multitasking and normal functioning of the brain and healthy sleeping patterns (van der Schuur, 2015f). These findings, however, relate to performance related to learning. In the present study, multitasking combines Twitcht.tv viewing with other tasks that involve non-cognitive processes like eating, surfing the internet, reading, drawing, or writing. Hence, negative consequences of multitasking as described in this paper are considered unrelated to these prior findings, and if they are - further investigation is needed to confirm them.

3. METHOD

3.1 Rational

To answer the research question, the following research methods were used: (1) Nine in-depth interviews were conducted with people who represent the two main types of participants involved in the process of live game streaming: the viewer and the streamer. All interview participants verbally agreed that their input could be used for the purposes of this research paper provided they are referred to with only their first name and age. (2) Twitch.tv relevant discussions by selected streamers10 were also examined. These

internal interviews were retrieved from the VOD11 section of the

respective streamers’ (see Section 3.2.5) personal channels on Twitch.tv.

3.2 Procedure

3.2.1 Interview Respondents

All participants were scouted using the following sources: personal contacts; known broadcasters; selected active viewers from various channels; selected Twitch.tv community members; members of

10 http://www.twitch.tv/ezekiel_iii/v/5769272 11 Video On Demand

(5)

5 external Twitch.tv community page on Reddit12; Game Studies

Open Forum13.

3.2.2 Setup

The interviews were conducted using recorded Skype14 audio/video

calls. This method was selected for the following reasons: (1) it was interviewees’ preferred method due to personal preference and ease of access; (2) Remote audio/video allowed for a broader selection of relevant interviewees, and (3) is free from the restrictions of the physical distance needed for face-to-face interviews. All interviews were conducted at convenient times for the respondents and have an average duration of 38.7 minutes. (See

Appendix III for interview transcriptions.)

3.2.3 Interview questions

For this research, semi-structured interview questions were used (See Appendix II for a full list of the questions). There are 12 mixed open end and closed end questions, each with 2-3 follow-up questions. The follow-up questions were designed to extract additional data based on initial response on respective main questions. Apart from the main and follow-up questions, additional questions were also used where initial responses suggested potential for additional relevant information. All additional questions are also included in the full interview transcripts (Appendix III).

The interview data cross-examines opinions expressed by viewers and streamers in order to create a map of preferences by the Twitch.tv audience.

3.2.4 Interview themes

The questions were designed to address the following main topics: - How do viewers and streamers perceive Twitch.tv - What are the top qualities of Twitch.tv according to

Twitch.tv users

- What are the Twitch.tv viewers’ and streamers’ common and less common personal viewing preferences and practices

- What are the reasons and motivations for creating and watching live game streams

- What are the cultural and social implications of Twitch.tv on its users

These topics were used to gather data that would give result to the research question.

3.2.5 Additional interview data

Relevant online data were also examined and their data aligned with the 9 in-depth interviews. Online interviews done by the following streamers: Ezekiel III15, GiantWaffle16, itmeJP17 and

CohhCarnage18 were found to be relevant to this paper research

question due to the fact they very accurately address the themes mentioned in previous section (3.2.4 Interview Themes). These interviews were extracted from the above mentioned streamers personal VOD sections and reveal key insights from the perspective of Twitch.tv streamers. The format of the additional data represent live game talking show where streamers internally discuss the following issues: their most recent experience with Twitch.tv, their approach on casting, how they became popular on the network, how

12 https://www.reddit.com/r/twitch

13 https://www.facebook.com/groups/524960114191159/?fref=ts 14 http://www.skype.com/en/

15 http://www.twitch.tv/ezekiel_iii/

they view streaming as a profession, the problems and benefits they face in their everyday activity as casters. These auxiliary pieces of data were aligned to the streamer-viewer interplay examined in this research paper.

3.3 Participants Demographics

3.3.1 Age

The respondent average age is 24.6 years old (see Table 1 below).

Name Age Gender Viewer Caster

Hours per week Brandon 22 M 1 0 3.5 Barkin 23 M 1 0 3.5 Will 27 M 1 1 7.5 Phil 26 M 1 1 8.5 Nick 25 M 1 1 20 Katharina 24 F 1 0 3.5 Dimitris 23 M 1 0 7 Coen 26 M 1 0 12 Cody 26 M 1 1 5

Table 1 – Participants parameters

The average age aligns with Twitch.tv global statistical data on users’ average age19.

3.3.2 Nationality

Interview participants represent the following countries: USA, Canada, The Netherlands, Greece, Germany and Turkey.

3.3.3 Gender

This research does not use gender as indicative parameter due to heavy gender inequality of the interviews’ population sample.

3.3.4 Twitch.tv use

For the purpose of this research, it was necessary that all interviewees use Twitch.tv on a regular basis. The requirement for Twitch.tv minimum use is set as 3.5 hours per week. The maximum hourly use of Twitch.tv platform by a respondent is 20 hours per week. The overall average time spend on Twitch.tv for all respondents is 7.83 hours per week. (See Table 1, column 6, for individual interviewee’s weekly time values)

3.3.5 Roles: Broadcasters and Viewers

Interviewees are separated into two main groups based on function: viewers and streamers. All nine respondents are Twitch.tv viewers and four of them are also streamers. The overlapping nature of the two roles is due to the fact that every streamer also watch Twitch.tv streams – whether that would be their own stream or that of their peer – for purposes ranging from gathering insights that help them improve own casting experience or gaming skills and tactics. This means that for certain purposes of this paper, all interviewed broadcasters are also regarded as active viewers.

16 http://www.twitch.tv/GiantWaffle 17 http://www.twitch.tv/itmeJP 18 http://www.twitch.tv/CohhCarnage 19 https://www.quantcast.com/twitch.tv

(6)

6

4. DATA ANALYSIS AND RESULTS

4.1 Data analysis

Due to the nature of the interview questions the bulk of gathered data has subjective meaning and is open to interpretation based on purpose or perspective.

Respondent data was analyzed using MAXQDA20. This is software

designed for assessment of qualitative data. This piece of software was used to create a preliminary map of recurring themes. Respondent answers were analyzed and arranged in groups and subgroups. Open-ended answers were separated from closed-end answers.

Answers to open-ended questions were sorted thematically in effort to measure common tendencies explored in detail in the next section (4.2 Results). Data from close-end questions were used as a base for part of the objective conclusions of this paper. Keyword density map was created as an auxiliary tool to the theme map. Most used terms from all interviews that relate to the findings are: watch,

play, games, watching, stream, Twitch.tv, friends, playing, culture, and TV.

Thorough analysis of the respondents’ answers were used pinpoint inconsistencies with common practices related to live game broadcasting and with known facts derived from literature review on media audiences. These observations also extend into other auxiliary themes like the interpretation of the term gaming culture, personal viewing preferences on Twitch, and the social aspect and value of streaming.

Some of the key findings are related to respondents’ personal lives and became available only due to their own will to share highly sensitive information. It is very important to note that such data was extracted thanks to the additional individual questions directed to respondents and could have been easily omitted by them despite the protective nature of anonymity.

4.2 Results

Due to the interpretative nature of the findings, it was only through analysis of interview data that some underlying motives and drives were uncovered and listed hereby.

On one side, there are the underlying motivations for watching a live game stream from the perspective of the viewers that reflects on the incentives and drives streamers have in their effort to satisfy the expectation of their fans. On the other hand, streamers use this constant two-way feedback to consequently improve their casting methods and the quality of their production. Therefore, some points are also examined from the perspective of streamers.

This paper results represent people’s reasons and motivations to watch live game streaming on Twitch.tv that are alternative to the original idea of pure entertainment.

The main reasons for watching live game streams on Twitch.tv, as described by the interview respondents, are arranged below in ranking order list, descending from most common to less common, and then they are further explained in detail.

Reasons why people watch Twitch.tv

1. For fun/entertainment 2. To learn/practice

3. As part of a multitasking process

20 http://www.maxqda.com/

4. As an act that is part of ‘gaming culture’ 5. As alternative to TV and radio

6. As means to counter social isolation

4.2.1 Watching for fun/entertainment

Six out of nine respondents said they the main reason they watch Twitch.tv for fun (Appendix I: Table 2, Section 8.1.1, column F1). “Main reason is, of course, because of funny streamers, I love the jokes.” (Barkin, 23, viewer)

All five viewers that are not casters admitted that they use Twitch.tv for its entertainment value. However, three out of four casters stated that they never watch other streams for amusement. They rather do so to improve their own gameplay or the streaming quality of their own channel. They watch the streams of other casters for two main reasons: (1) to see what others do better apply it to their own stream; (2) or they watch others, often times pro players, play the same games they do in order to improve own skills and tactics.

Even though gaming is more engaging and intense than watching a live game stream, one respondent stated that for them, there is practically no difference between playing and watching:

“I would just sit and watch my friends play and it’s more fun for me to do that than actually play the game.” (Brandon, 22, viewer) This notion indicates that some people enjoy games without the need to play them themselves and that Twitch.tv gives more than what appears to be a second-hand experience.

4.2.2 Watching to learn/practice

All respondents – without exceptions – admitted there is some learning aspect in watching Twitch.tv gaming stream (Appendix I:

Table 2, Section 8.1.1, column F2). There are differences in

motivations across streamers and viewers.

Streamers watch other streams as part of their working process: they scout for new techniques used on other popular channels and look to improve the skills in the games they stream.

“I don't really watch for fun anymore. For me, watching a stream is study time. You are just further advancing your game. (Nick, 25, streamer)

Viewers also admit the learning side of video game streams but it is usually aligned with the fun element – they learn how to be a better gamer. Some streamers reflect on that demand and their channels represent useful live game tutorials.

“I watch them to learn, they are usually very vocal about what they do and what in-game choices are making.” (Coen, 26, viewer)

4.2.3 Twitch.tv as part of a multi-task process

Twitch.tv is widely used as part of a multitasking process. All interview participants admitted they combine watching a stream with something else (Appendix I: Table 2, Section 8.1.1, column

F3). Usually, this is another process that allow for partial attention

and both activities combined occupy enough attention so that time is used more efficiently, without causing an overload in the overall thought process.

“I sometimes watch as I am I am trying to practice drawing, and I don't have to starter at the screen all the time. I feel that I am not totally wasting my time that way. (Katharina, 24, viewer) Twitch.tv members are using the platform as an auxiliary input to other tasks that are their main focus. Some of the activities

(7)

7 mentioned by respondents include a variety of activities, including

the following: working on a computer, writing, reading, studying, eating, and even jogging.

“It's always part of the multitasking, I'm never only watching a stream.” (Dimitris, 23, viewer)

Two of the respondents admitted they use the platform similarly to how one uses a radio station. The streaming output is stripped from the visual part and the only output that remains is the in-game audio and the caster’s narrative. This, however, is streamer based, since there are also streamers who rarely talk because, for example, they concentrate on their in-game performance21. Others, like speed

runners, had automated their play mechanics to an degree they don’t need to constantly pay attention to the game and use such downtimes to interact with their audience22.

Such Twitch.tv viewer practices are also indicative of the credibility level of Twitch.tv statistics: certain plugins and metric software can only show active IP connections to live channels, but in reality it is very hard to predict how many people are actually

actively or intermittently observing.

4.2.4 Twtich.tv and ‘gaming culture’

Gaming culture, as any other type of culture, is a concept that is

closely related to its aligned industry (see Section 3.5). This means that the quality of gaming culture is to a large extend dependent on the development of gaming industry, and not the other was around. Consequently, the interview data reflects on that notion: the term 'gaming culture' holds a variety of definitions, ranging from the known stereotypical anti-social behavior associated with gamers, to commercialism induced by the industry companies who profit from merchandise. Respondents find it hard to either define the term or whether they associate themselves with it (Appendix I: Table 2,

Section 8.1.1, column F4). However the big variances of opinions

on the term, five of respondents admit their lifestyle is somehow connected to the culture of gaming.

Discrepancies of the term could be explained by the notion mentioned earlier that the industry has more influence shaping up gaming culture, than gaming culture has on the production path of the industry. For example, gaming companies apply new technologies to gaming, like Oculus23, and the process include

gamers only as end product evaluators.

According to interview data, gaming culture is an inseparable part of the industry, but due the powerful influence of gaming industry and the high level of ambiguity associated with of the term, gamers find it hard to define and, consequently, associate with it.

4.2.5 Twitch.tv vs. TV

The direct comparison of TV to a live gaming stream a produced various responses. Five of the respondents don’t even watch TV (Appendix I: Table 2, Section 8.1.1, column F5). Four respondents acknowledge the similarities regular TV and Twitch.tv have: “I see some similarities … But it’s on such a grander scale I feel like sometimes there some many people watching a TV show that you can’t really have any good conversation with anyone. Twitch is a bit more intimate.” (Phil, 26, streamer)

In some cases, Twith.tv is regarded as a TV show:

21 http://www.twitch.tv/wintergaming 22 http://www.twitch.tv/elajjaz 23 https://www.oculus.com/en-us/rift/

“When you are watching a streamer, you are witching a guy playing a game, it’s a one man show, and it’s like watching a standup comedy.” (Dimitris, 23, viewer)

However, one of the fundamental differences between Twitch.tv and regular TV is the live factor.

“To me TV is so constructed, so scripted from beginning to end that it doesn’t feel real or live, while something like Twitch.tv typically feels more real and live to me.” (Cody, 26, streamer) The fact that TV audiences can only observe and not involve makes it similar to audiences of cinema or theatre. It is also true that some parts of video games, like cut scenes, are no different than a movie where the players are passive observers since they are not required any input.

Twitch.tv viewers actively discuss in-game cinematics on stream. In comparison, similar act in a cinema setting would be considered bad manners or a spoiler.

“It's a bit more entertaining than standard TV show, it's a bit more involved.” (Phil, 26, streamer)

4.2.6 Twitch.tv and social isolation

Three out of nine respondents shared that they use Twitch.tv as ways that counter social isolation (Appendix I: Table 2, Section

8.1.1, column F6). The respondents shared this information very

reluctantly. This is indicative that more Twitch.tv users could possibly have similar issue but due to the sensitive nature of the matter, this is very hard to confirm. Hence, the connection of Twitch.tv and social isolation requires further investigation. This how one of the respondents describe Twitch.tv viewers:

“They are singled out in their room, in front of the computer, doing something, reading something.” (Barkin, 23, viewer)

There are other examples taken from Twitch.tv streams that suggest some channel viewers openly admit they have problems with depression and use Twitch.tv as a form of counter action24.

5. DISCUSSION

Due to the interpretative nature of some of the findings, they provide data that is somewhat insufficient in forming a solid conclusion but are very relevant to potential future studies and hereby placed in the section below.

5.1 Twitch.tv and the magic circle

On Twitch.tv, the boundaries between the game world and the real world are even more transparent than they are between those in audienceless player-game setting. Twitch.tv audience completely changes the player-game relationship from two-agent into a multiple-agent interactive process where viewers and player blend in each other’s own realities.

5.2 The entertainment value

The core idea of Twtich.tv is to provide entertainment through shared gameplay experience. It is literally described as the “YouTube for live gaming”25. This notion is also supported by all

respondents without exceptions. Entertainment remains the main focus of Twitch.tv as a broadcasting platform for video games.

24 http://www.twitch.tv/elajjaz/v/4029743

25

(8)

8

5.3 The learning aspect of Twitch.tv

Watching others play improves own play in a unique way. Live gameplay gives opportunity to observers to catch details of the game that can normally be missed. The alternative viewpoint of the observer allows for game analysis and points of reference that are usually remain unseen from the perspective of the player. This transforms Twitch.tv viewers into valid advisors that give useful game cues and are essentially acting like player’s real life companions.

Players’ and viewers’ incentives to stay on Twitch.tv differ, but they do share a common end: they both benefit from the shared interactive interplay. Viewers improve their own gameplay after watching more experienced players. In exchange, streamers get unique feedback in real-time that is only available through the stand point of an observer.

“There is a different way of learning by watching someone else. “ (Will, 27, streamer)

5.4 Twitch.tv as best alternative to gaming

According to respondents, and gamers in general, gaming is time demanding and watching broadcasted games is a valid alternative. Games do become more complex and demand more mental effort and refined ability to use game controllers. Competitive games require frequent practices and therefore are very time demanding. Watching game tournaments, for example, is a good way for a casual player to enjoy higher level play without having to invest too much time and effort.

“And also I'm not very good at those, and I figure out I might as well watch it. So that's kind of game where I would probably not be able to play very way.” (Katharina, 24, viewer)

5.5 The unique online social experience

Twitch.tv channels has become beacons of mass daily gatherings. Observers take the unique position to experience the game from alternative angle. Free from the attention demanding gameplay, the audience can process all events and notice details that players can easily neglect. Consequently, Twitch.tv players constantly use the audience as a point of reference and both parties benefit from it in unique ways.

“Paying can refine mechanics, you physically interact. While watching there is a lot of learning, and when you watch something from external perspective, you can get a better understanding.” (Will, 27, streamer)

Twitch.tv fans sometimes display a very erratic patterns of support to their favorite casters. A bright example is one such caster whose record view count happened when he was streaming vacuuming his floor. Twitch.tv audience value the social factor of the online platform. This example shows that gaming is sometimes just the medium that they use to connect to each other.

5.6 Twitch.tv as part of gaming culture

Video game culture is a term that is used to describe the gaming community as a subculture. Due to the fast and diverse way video gaming changes, there are some known discrepancies of the term, reflected by the opinions of the respondents, who, by the general definition of the term, are part of it:

“There's weirdness associated with the gaming culture. A lot of them, are not very social people.” (Brandon, 22, viewer)

Three respondents actively disassociate themselves with the term

gaming culture because they see its influence on commercialism.

“Gaming culture is very marketing based the ideal for everyone is to be someone that can sell products.” (Will, 27, caster)

One respondent shared that gaming culture is what appears to be a social dome of the anti-social video gamers. This assertion need further investigation and could lead to very important findings on the value of online contacts to video gamers.

5.7 Strengths and Limitations of the study

5.7.1 Strengths

This paper uses open-ended interview questions that have produced data that is rich in detail. They could easily be used to extract relevant data for similar researches (see 6.3 Future Work). The majority of research data represent genuine human experience with Twitch.tv online broadcasting platform. The friendly setting for the interviews combined with the empathic approach by the researcher has led to some of the key insights highlighted in the conclusion section of this paper. A quantitative study would not have resulted in the scope and quality of the results presently described in the conclusion section of this paper.

5.7.2 Limitations

Findings in this paper cannot be generalized to a larger population due to the scope of the sample population. Most research data gathered here is open to interpretation, and therefore, accurate predictions are hard to build. Some of the follow-up and additional interview questions were used to extract additional data but they do carry some degree of a bias. Consequently, there is an inevitable degree of a bias and idiosincracity in the conclusion of this research.

Twitch.tv creates dynamic environment where popularity trends are hard to accurately define due to the changing nature of viewers’ preferences and habits, as well as the lack of reliable methods that accurately measure Twitch.tv traffic. This could also mean that this research interview data can become irrelevant in near future.

6. CONCLUSION

6.1 Main Conclusion

Twitch.tv uses contemporary technology to establish easy access to

what practically resembles recurring global social events. A good part of Twitch.tv viewers use the platform as an unique form of social activity that translates into real life. One of the key drawbacks of Twitch.tv interaction is the lack of physical contact and proximity for all participants. However, this qualitative flaw is largely compensated with quantity: while in real life stable social connections can be relatively low in number, the possible number of online contacts is virtually unlimited. Twitch.tv enhances such possible connections by bringing people with similar interests together.

With the absence of the concrete message embedded in production, Twitch.tv participants are also free to prescribe their own meaning of what they observe, and take part in open discussions using the online platform inbuilt chat functionality. As a new media, Twitch.tv does not moderate a source-receiver linear relationships that is common in old medium like news and cinema. It rather elaborates on bringing video gamers together with the help of the already interactive nature of video gaming. In the process, both players and audience have interchangeable roles: they are virtually both the medium and the observer.

(9)

9

6.2 The meaning of Twitch.tv

Video game worlds are constructed using technologies, story lines and other structures, but their meanings are only limited by players’ own imagination. In turn, specific game elements define how players interact, make decisions and perceive virtual realities (Crawford, 2005). On Twitch.tv, this experience comes as a result of a complex process where the outcome depends on the cross-alignment of interactive interplay between the three main variables involved: the game, the player and the observer.

Since Twitch.tv became progressively popular in the past few years (Twith.tv, 2015d), Game Studies researches that focus on live game broadcasting are scarce. There is little academic information on this topic and the social and psychological implications of platforms like Twitch.tv presently remain unexplored.

Available research data on video game audiences includes metrics like user preferences (Twitch.tv, 2015c) but researches dealing with recent development of video game audiences is presently insufficient.

6.3 Future work

This research opens few questions that could be investigated through a future research. Such questions are:

(1) Twitch.tv and social isolation: This notion, and especially the circumstance it became available, makes the issue suitable for future investigation. Social isolation is a sensitive and very personal subject and relevant information was acquired to a large extend by chance. A future research that examines the correlation between social isolation and live game streaming must be conducted with utmost care as any conclusive data on the subject is very hard to acquire.

(2) Twitch.tv as part of a multitasking process. This paper’s research data suggests that since Twitch.tv was founded in 2011, the ways it is perceived and used as a medium had changed considerably. The fact that Twtich.tv is being used as part of a multitasking process has many underlying reasons: people have less time and motivation to play video games, especially competitive games. They would rather prefer to watch someone else play video games on Twitch.tv, and they combine viewing with other, equally less engaging, activities. This research only highlights key concepts when Twitch.tv and multitasking is concerned, but the data gathered suggests there could be other implications. Especially valid is a future research on the correlation between cognitive processes and the use of medium like Twitch.tv.

(3) Twitch.tv as regular TV or radio. Despite core features of Twtich.tv that encourage viewer interactivity, Twitch.tv is also used similarly to media like radio, where there’s only an audio input that is broadcasted through a channel to a passive receiver. The data gathered in this research pose at least two interesting notions about how viewers perceive Twitch.tv. The fact young people watch less regular TV could be explained by the increased popularity of new medium like Twitch.tv. This means that the demand for video medium is still there, but the supply has changed medium type with medium that simply uses new format, allowed by available technology. (4) Twitch.tv as a solo activity. Some Twitch.tv channels are

practically the meeting points for tens of thousands of people. However, these viewers are together in a virtual channel, but according to interview respondents, they are rarely physically together with friends or peers when they watch Twitch.tv. This information could be used in further studies that deal with contemporary social problems young people experience.

References

Abercrombie, N. (1998). Audiences: A Sociological Theory of

Performance and Imagination. SAGE Publications Ltd.

Adorno, T. (1991). The Culture Industry. London: Routledge. Borges, W. (2015a). Mass Media and Politics. Elsevier.

Bouche, P. (2015b). Why and when do people watch live game

broadcasts instead of just playing themselves? Retrieved

from Quora: http://www.quora.com/Why-and-when-do- people-watch-live-game-broadcasts-instead-of-just-

playing-themselves/answer/Pierre-Bouch%C3%A9?srid=pvPd&share=1

Crawford, G. (2005). Digital Gaming, Sport and Gender. Leisure Studies.

Crawford, G. (2012). Video Gamers. New York: Routledge. Donovan, T. (2010). Replay: The History of Video Games. Yellow

Ant.

Eskelinen, M. (2003). Video Games as Configurative

Performances. London: Routledge.

Fischer, M. D. (2011). Pervasive Computing in Time and Space: The Culture and Context of 'Place' Integration. 7th

International Conference on Intelligent Environments

(pp. 285-293). IE 2011.

Fiske, J. (1992). The Cultural Economy of Fandom. London: Routledge.

Hall, S. (1973). Encoding and decoding in the television discourse. Centre for Cultural Studies, University of Birmingham. Hall, S. (1980). Culture, Media, Language: working papers in

cultural studies. London: Hutchinson.

Huizinga, J. (1955). Homo ludens: a study of the play-element in

culture. Beacon Press.

Jones, S. E. (2008). The Meaning of Video Games: Gaming and

Textual Studies. Routledge.

Lantz, F. (2009). Games Are Not Art. Retrieved from http://gamedesignadvance.com/?p=1567

Lin, H. a. (2008). Invisible gameplay participants: The role of onlookers in arcade gaming. Proceedings of the Under

the Mask: Perspectives on the Gamer Conference.

Long, G. (2009). (Some) Games Are Media: A Response to Frank

Lantz. Retrieved from Gambit:

http://gambit.mit.edu/updates/2009/09/some_games_are _media_a_respons.php

Longhurst, B. (2007). Cultural Change and Ordinary Life. Cambridge: Polity.

Quandt, E. D. (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behavior, 107 - 115.

Sutton-Smith, B. (1997). The Ambiguity of Play. Harvard University Press.

Twitch.tv. (2015c). Visual Mapping of Twitch and Our

Communities, ‘Cause Science! Retrieved 08 02, 2015,

from Twitch.tv: http://blog.twitch.tv/2015/02/visual-mapping-of-twitch/

(10)

10 Twith.tv. (2015d). Twitch.tv Traffic and Demographic Statistics by

Quantcast. Retrieved from Quantcast:

https://www.quantcast.com/twitch.tv

van der Schuur, W. A. (2015f). The consequences of media multitasking for youth: A review. Computers in Human

Behavior, 204-215.

Zimmerman, K. (2004). Rules of Play: game design fundamentals. London: MIT Press.

(11)

11

7. APPENDIXES

7.1.1 Appendix I - Table 2

name viewer caster age F1 F2 F3 F4 F5 F6

Brandon 1 0 22 1 1 1 0 1 0 Barkin 1 0 23 1 1 1 0 0 1 Will 1 1 27 0 1 1 0 0 1 Phil 1 1 26 0 1 1 1 1 0 Nick 1 1 25 0 1 1 0 0 0 Katharina 1 0 24 1 1 1 1 0 1 Dimitris 1 0 23 1 1 1 1 1 0 Coen 1 0 26 1 1 1 1 0 0 Cody 1 1 26 1 1 1 1 1 0

Description: this table represent the answer of respondents to closed end questions that are highlighted in the results section.

F1: Do you watch Twitch.tv for entertainment? Yes – 1, No – 0; F2: Do you watch Twitch.tv to learn/practice? Yes – 1, No – 0;

F3: Do you use Twitch.tv as part of a multitasking process? Yes – 1, No – 0; F4: Do you associate yourself with gaming culture? Yes – 1, No – 0; F5: Do you find Twitch.tv similar to regular TV? Yes – 1, No – 0;

F6: Do you watch Twitch.tv as means to counter social isolation: Yes – 1, No – 0;

7.1.2 Appendix II: Interview questions

Description

Blow are the twelve main questions with their respective secondary questions.

1. Can you tell me about the games you watch on Twitch (YouTube)? i. Which games or genres or modes do you prefer?

2. Can you tell me about why you watch it? Just fun? Or do you have other reasons? 3. What is the difference, according to you, between watching a game and playing it?

i. And what is the difference between watching normal TV and Twitch.tv? 4. Do you follow specific twitchers?

i. What makes them interesting to you?

5. Do you watch games that you would not want to play or buy yourself? i. Why is that?

6. What defines a game that is fun to watch?

i. Which games would you never want to watch? 7. Do you enjoy when others watch your gameplay?

i. Why/why not?

ii. Do you play differently when you know others are watching? 8. Do you enjoy the social aspects?

i. Have you made friends through gaming/watching games? 9. Do you ever watch twitch together with friends?

i. If yes, can you describe what happens when you watch together? ii. What makes it fun?

10. Do you feel you are part of game culture? i. What does that mean to you?

ii. Do you think there are different kinds of gaming cultures, and what are the differences? iii. What are the characteristics of people who take part in game culture, according to you? iv. Does game culture influence you daily life?

11. Have you learned much from watching games? i. What have you learned?

ii. Have you learned something useful from gaming that you apply to everyday life? 12. Would you like to be paid to play games?

i. Do you think you would be able to get such a position? ii. Do you yourself pay for watching game

(12)

12

7.1.3 Appendix III – Interview Transcripts

Description:

Written transcription of all nine interviews with respondents can be found below. Interviewer questions are in bold. The interview transcript order is not ranked, it is designed to match the order used in Table 1 and Table 2.

7.1.3.1 Respondent #1 – Brandon

Can you tell me about the games you watch on Twitch (YouTube)?

Yeah, so, I watch fighting games typically, street fighter, Marvel, I also x=watch a couple of different shooters, COD, and CS Go. That’s about it. I’m not a huge gamer, so I like to watch, but I don’t actually play very much very more. I used to play very often, But it’s nice for me to watch more than anything.

You used to play, but not anymore?

I will every once in a while, but not anymore.

Is it because you don’t have enough time?

Because I don’t have time, and I realized also that I just like the social aspect of it, more than playing the game for the game itself. And so, if I dint have somebody else to play with, I’m not as interested.

But that somebody else, does it have to be your friend necessarily, or could be an unknown person online?

Online play is OK. I prefer that I play by myself, but I would really prefer to play with a fried.

About the games that you watch – are they specific games or specific genres, or modes, like fighter games, RTS, and the likes?

I think I watch mostly games that I know. Those games are select few, four of five of them, and the reason I only watch those it’s because it’s easier to appreciate a high level of play, and I also have a better idea of what’s going on. I mostly would watch stuff that I have played before.

You just answered my next question – can you tell me why you watch it, just for fun, or other reason?

For me it’s mostly just for fun. And when I say fun I mean I’m doing it for entertainment, it’s a form of relaxation. I just.. if I feel like I might watch twitch instead of watching TV or something like that. It’s an alternative form of entertainment for me.

But do you sometimes watch in order to learn, or only to just entertain yourself?

I think to some extend I do. When I was playing more. No I don’t play as much, it’s hard for me to say, but I definitely don’t now. But I think when I was playing more, especially with Street Fighter, watching some of the higher level play did give me a lot of insights in how I can improve playing my character.

What’s the difference according to you between watching and playing?

I think the difference between watching and playing is one of them for me is easier to do. It’s easier for me to just watch, because it’s passive, I don’t have to do anything really. Versus if I actually play, I have to put a little bit more effort to do so, which for me – I’m a very person, and so, it’s just more effort than it’s worth to play it. The big difference for me it being passive versus actively doing something.

Next question is – what is the difference between watching normal TV and twitch.tv?

For me personally - nothing. Because I don’t really participate in chat. I will sometimes. Especially if it is a very popular channel, it’s really easy to get buried in the other chat. So, for me, historically it’s been pretty much the same. I’m just watching it for the sake of

entertainment value. I’m not really engaged. Not much

(13)

13 I don’t watch specific broadcasters. Typically I’d watch specific event.

Like a tournament?

Yes, the Finite Game community is really big on tournaments. They make fall under different broadcasters, but I mostly watching for the tournament itself. I like a couple of them. Unfortunately my favorite of mine decided to something else. I watched one or two channels, for specific people. But for the most part I’m watching for the big events

And those specific people, why did you watch them, did you like the play style?

I like their commentary the most. Their channels are fun to watch. And it’s kind of a... They have funny witty insights. They may not be even the best players. They are definitely good enough to entertain. But I think it’s mostly I watch for the commentary. And for the funny things that happen, it’ very impromptu and it feels like ... very real, anything could happen. Sometimes the reality part makes it boring, but sometimes it makes it more interesting than scheduled TV.\

Do you watch games that you would not want to play or buy yourself?

Not really. I mean… No, I don’t think that I do.

What defines a game that is fun to watch?

I feel that I have to understand it, for it to be fun for me. It has to be a game I’m either familiar with, or …

But when you say be familiar with, do you mean you have to have played it?

Yeah, I probably a game that I played before. As far as what makes.. This is a little bit different, than asking what makes that game in particular more fun, or are you asking what makes certain channels more fun than others?

I’m asking more about what qualities the game should have for you to be interested in watching it?

I think it should be competitive. It should be… I really like the competition aspect of it, it has to be something that it takes some level of skill to do, so if it’s a game that just anyone can play – it’s typically less interesting to me that really hard games. And I just think it’s really appreciating who put in a lot of time and they are really good basically.

Do you enjoy when others watch you gameplay?

No, no… I’ve always enjoyed being on the watching side, never on the playing side. In fact, I used to live in dorm rooms and even amongst my friends, I would just sit and watch my friends play and it’s more fun for me to do that than actually play the game.

Do you play differently when you know others are watching, in cases whenever you play and others were watching?

I definitely notice the difference. I feel there’s a lot more pressure to perform, or to be really good at the game. And so I feel like it retracts my ability to enjoy.

Does it mean you play worse or better?

Worse, yeah. I play worse.

Do you enjoy the social aspect of watching games? Have you made any friends through games or watching games?

I haven’t made any friends, but in general I do really enjoy the social aspect of it and even when I watch games I’m typically am not watching them by myself. Other people I know are watching and we’re talking about it? I think the social aspect is really big for me.

That actually answers my next question, which is: do you watch twitch together with friends?

(14)

14

And what makes it fun when you do that?

I think it’s more fun because I just like the face-to-face interaction better. Especially when it’s people that I know, I am a very introverted person, so I don’t … I tend to like being with people that I know and I have a very small group of friends, it’s just more fun, it adds more value to it for me. To be watching it with other people I know because we can discuss it, and make commentary about what’s happening on the stream.

Make more in-depth analysis than you would have done with unknown people online…

We can talk in more detail about it, yeah.

Do you feel you are a part of a game culture?

No, I don’t think I am. I like games but I don’t think I resonate very well with the gaming culture so to speak. I don’t play a lot of games. And I just... I don’t know. I feel like it’s a very occasional thing for me, not something that defines me.

In that case how would you define a gaming culture, what are the features, what are the characteristics of the people who take part on gaming culture?

People who take part In gaming culture are usually a little bit more involved, They might play more often, I feel like as much as it hurts me to say it – there’s little bit of weirdness associated with the gaming culture – they are not, a lot of them, are not very social people. It’s almost like gaming takes the place of being social for them. So gaming culture for me, maybe it’s better if I just describe what I imagine when I imagine a gamer. I imagine someone who is typically pretty lazy, they might play four to five hours a day, or pretty often, two or three times a week. They might take it really seriously. They are really into the whole thing, and it’s just too... I don’t feel like id fit to that at all. I am very light hearted to me, it doesn’t matter to me.

So in that case does gaming culture influence your daily life you would say?

Maybe a little bit. If it is, it’s very small.

And it’s because maybe because of your friends and are part of gaming culture more than you are?

Exactly, if anything I get influenced by the people around me, not because I actively subscribe to it.

Have you learned much from watching games, what have you learned?

I’ve learned about how to be better at the game. But as far as real tangible things that I can use – not much. Like I said the way I use it so more for entertainment purpose than anything. So I don’t thing I learned a whole lot from it.

Have you learned something useful from gaming that you can actually apply in everyday life?

Let me think about that one.

Yes, please.

Actually yes. There is one thing that I’ve learned from gaming. It’s from playing online, and that’s being able to be patient. And showing restraint when something bad happens in the middle of the game and it is just infuriating – being able to restrain myself better, control my impulses better. I think that’s something that transfers into real life actually. I think that’s something that I’ve taken away from gaming

Would you like to be paid to play games?

I don’t think so. Maybe, but like I said. If I was just playing the games I wouldn’t like it very much.

(15)

15 Yes. It feels like it wouldn’t be as much fun. It becomes less for just the fun of it, and more for life. I gotta do this now and it’s very disciplined and rigid, and I like doing games just as something that I can do to not worry about that kind of stuff. Like leisury thing.

Do you yourself pay for watching game - do you support people with donations and subscriptions on twitch?

No, I never have at this point. I don’t think I watch often enough to do something like that. I don’t frequent the same channel very often. I’d never felt compelled to do so.

When you do watch games do you do it as part of a multitasking thing – when you watch games do you do something on the side also?

I might eat but I don’t usually do anything like that requires my attention. If I’m watching games I’m watching games, you know, I might have like some friends who comment to it, or I might be eating something. But I’m not really doing anything else. I like watching for the sake of watching.

7.1.3.2 Respondent #2 – Barkin

I think most of the people that use twitch just want to hear someone in the background, they are singled out in their room, in front of the computer, doing something, reading something. I think they just want to hear someone else in the background, like listening to a radio. They want to hear that person talk about something they are interested in.

Do you follow streams for the same reason? Do you use it as a radio?

Yes, most of the streamers that I follow are like funny people.

Not professional but entertainers.

I watch tournaments but not so much.

Can you tell me about the games you watch on Twitch (YouTube)? Which games or genres or modes do you prefer? What kind of players, or asters?

The main streamer I watch Sodapopin.

League of legends?

Yes. And some other streamers, like Preparian.

Do you follow certain games or certain people playing those games, or do you directly follow certain people, whatever games they play?

I main follow games. But there are huge exceptions to it.

Can you tell me why do you watch the stream, is it just for fun or there are other reasons?

Main reason is of course, watch funny streamers, love the jokes. And the second reason I just like to hear someone else talking in the background. So I don’t feel alone. Sounds kind of weird.

It’s OK, makes perfect sense. Because I know a lot of people who do that. They play a movie, not necessarily a radio. And they don’t ever watch it but they do something else and they like the movie to be playing in the background. What’s the difference between watching a game and playing it, In what case you would rather prefer to play a game than watch? And the other way around?

Let me think about this.

Most people find this question difficult, but it is interesting to me. Why would you do that?

There are separate reasons for it. First one is to watch a very good player and learn how to play the game better. This is the first reason. The second one is opening the game and playing the game feels much of a hassle. Like I’m going to open my game, and going to concentrate it and I’m going to play it. But just watching people that play it feels much easier and feels the same, pretty much.

Referenties

GERELATEERDE DOCUMENTEN

Our analysis of the Texas Hold’em tournament in the BKB case, explicitly taking into account the number of participants, the number of tournament rounds and

If The Economist had reported that racial intermarriage was white women's greatest taboo, that some white women find non-white men unattractive, that others fear their children

Zwarte vrouwen mogen uitspraken doen waaruit blijkt dat zij de voorkeur geven aan een zwarte partner, terwijl dit bij blanke vrouwen als racistisch

The use of those diagrams was also confirmed by test results (see Chapter 3) and observations from video recordings (see Chapter 4). This is a successful part of the intervention,

Iconic modes of representation were identified by: (1) the use or introduction of formal symbols as abstract referents, such as letter symbols, logical symbols, and arrows,

Therefore, these findings confirm the assumption that small group work with a focus on students’ own solutions methods combined with attention for applying useful and suitable

Samenvattend, onze resultaten laten zien dat onderwijs in logisch redeneren gebaat kan zijn bij een opbouw volgens het model of concreteness fading, waarbij er voldoende aandacht

“I just do not understand the logic of this”: intervention study aimed at secondary school students’ development of logical reasoning skills.. University