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Setting the digital stage: Defining game streaming as an entertainment experience
Entertainment Computing ( IF 2.8 ) Pub Date : 2019-06-22 , DOI: 10.1016/j.entcom.2019.100309
Jih-Hsuan Tammy Lin , Nicholas Bowman , Shu-Fang Lin , Yen-Shen Chen

Game streaming—viewing live or recorded broadcasts of others’ video game play—has become widely popular in recent years due to the emergence of platforms such as Twitch and YouTube Gaming. We position game streaming as a form of collaborative game play, with implications for how we study games and communication. We first review the social history of gaming before explicating game streaming as a gaming activity that involves public performance and varying levels of social interaction and synchrony. The influence of these three core elements on the uses, processes, and effects of game streaming as an entertainment activity are discussed through the twin perspectives of communication and media psychology.



中文翻译:

设置数字舞台:将游戏流定义为娱乐体验

近年来,由于Twitch和YouTube Gaming等平台的出现,观看或直播他人视频游戏的直播或录制广播的游戏流媒体已变得广泛流行。我们将游戏流媒体定位为协作游戏的一种形式,对我们学习游戏和交流的方式产生了影响。我们首先回顾游戏的社会历史,然后再将游戏流作为涉及公众表现以及不同程度的社交互动和同步的游戏活动进行阐述。通过传播和媒体心理学的双重观点,讨论了这三个核心元素对作为娱乐活动的游戏流的使用,过程和效果的影响。

更新日期:2019-06-22
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