The ingredients of Twitch streaming: Affordances of game streams

Abstract During the last five years, game streaming has developed from a niche market into a mainstream activity and the supply of services and technology on offer has exploded. Today, some streamers garner audiences larger than big media houses, and services such as the game streaming service Twitch host millions of daily active users. While such activity is often waived merely as a manifestation of video game culture and an extension of online behaviour by adolescents, the phenomenon has begun to generate significant revenue and has managed to shift media consumption behaviour from large commercial organisations towards content created by private individuals. However, we still have a dearth in our understanding on how streamers undertake this activity and what tools they have in their disposal to facilitate successful endeavours in streaming. As this is an activity driven by individuals, are these individuals using vastly different modalities of communication, or have common trends emerged across broadcasters, as they have in traditional media? To build a better understanding of this, we utilize the existing understanding of affordance theory, and analyse the most popular elements and practices employed by streamers in their video streams and profile pages through the investigation of the 100 most popular individual streamers on the Twitch platform. The results show new aspects of social commerce that emerges from the novel forms of online business models of individual online video streamers.

[1]  Anne Helmond,et al.  The Affordances of Social Media Platforms , 2018 .

[2]  Clement Chau,et al.  YouTube as a participatory culture. , 2010, New directions for youth development.

[3]  Paul M. Leonardi,et al.  When Flexible Routines Meet Flexible Technologies: Affordance, Constraint, and the Imbrication of Human and Material Agencies , 2011, MIS Q..

[4]  Philip Kotler The Prosumer Movement , 2010 .

[5]  Theresa M. Senft Microcelebrity and the Branded Self , 2013 .

[6]  William W. Gaver,et al.  AFFORDANCES FOR INTERACTION: THE SOCIAL IS MATERIAL FOR DESIGN , 1996 .

[7]  Andrew Schrock,et al.  Communicative Affordances of Mobile Media: Portability, Availability, Locatability, and Multimediality , 2015 .

[8]  Barry Wellman,et al.  The Social Affordances of the Internet for Networked Individualism , 2006, J. Comput. Mediat. Commun..

[9]  Gwendal Simon,et al.  YouTube live and Twitch: a tour of user-generated live streaming systems , 2015, MMSys.

[10]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[11]  Juho Hamari,et al.  Social motivations of live-streaming viewer engagement on Twitch , 2018, Comput. Hum. Behav..

[12]  Andruid Kerne,et al.  Streaming on twitch: fostering participatory communities of play within live mixed media , 2014, CHI.

[13]  Magdy A. Bayoumi,et al.  VLSC: Video Live Streaming Using Cloud Services , 2016, 2016 IEEE International Conferences on Big Data and Cloud Computing (BDCloud), Social Computing and Networking (SocialCom), Sustainable Computing and Communications (SustainCom) (BDCloud-SocialCom-SustainCom).

[14]  Matti Siekkinen,et al.  A First Look at Quality of Mobile Live Streaming Experience: the Case of Periscope , 2016, Internet Measurement Conference.

[15]  Tadhg Nagle,et al.  A categorisation framework for a feature-level analysis of social network sites , 2016, J. Decis. Syst..

[16]  William W. Gaver Technology affordances , 1991, CHI.

[17]  D. Norman The psychology of everyday things , 1990 .

[18]  Mark Claypool,et al.  Measurement-based analysis of the video characteristics of Twitch.tv , 2015, 2015 IEEE Games Entertainment Media Conference (GEM).

[19]  C. Lutz,et al.  Love at first swipe? Explaining Tinder self-presentation and motives , 2017 .

[20]  Joanna McGrenere,et al.  Affordances: Clarifying and Evolving a Concep , 2000, Graphics Interface.

[21]  Jin Kim,et al.  The institutionalization of YouTube: From user-generated content to professionally generated content , 2012 .

[22]  Nicholas Taylor,et al.  Now you’re playing with audience power: the work of watching games , 2016 .

[23]  Juho Hamari,et al.  Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..

[24]  Adam N. Joinson,et al.  Looking at, looking up or keeping up with people?: motives and use of facebook , 2008, CHI.

[25]  M. Deuze Ethnic media, community media and participatory culture , 2006 .

[26]  Lawrence Ang,et al.  Self-branding, ‘micro-celebrity’ and the rise of Social Media Influencers , 2017 .

[27]  Margaret Holland,et al.  How YouTube Developed into a Successful Platform for User-Generated Content , 2016 .

[28]  Wen Xu,et al.  The Modem Nation: A First Study on Twitch.TV Social Structure and Player/Game Relationships , 2016, 2016 IEEE International Conferences on Big Data and Cloud Computing (BDCloud), Social Computing and Networking (SocialCom), Sustainable Computing and Communications (SustainCom) (BDCloud-SocialCom-SustainCom).

[29]  Crystal Abidin,et al.  The Influencer’s dilemma : The shaping of new brand professions between credibility and commerce , 2015 .

[30]  Thomas Smith,et al.  Live-streaming changes the (video) game , 2013, EuroITV.

[31]  L. Festinger A Theory of Social Comparison Processes , 1954 .

[32]  Daniel Recktenwald,et al.  Toward a transcription and analysis of live streaming on Twitch , 2017 .

[33]  Daniel Gatica-Perez,et al.  Broadcasting Oneself: Visual Discovery of Vlogging Styles , 2014, IEEE Transactions on Multimedia.

[34]  Joseph Macey,et al.  Content structure is king: An empirical study on gratifications, game genres and content type on Twitch , 2017, Comput. Hum. Behav..

[35]  Gerald C. Kane,et al.  The Contradictory Influence of Social Media Affordances on Online Communal Knowledge Sharing , 2013, J. Comput. Mediat. Commun..

[36]  G. Ritzer,et al.  Production, Consumption, Prosumption , 2010 .

[37]  Alice E. Marwick Instafame: Luxury Selfies in the Attention Economy , 2015 .

[38]  Nishanth R. Sastry,et al.  Facebook (A)Live?: Are Live Social Broadcasts Really Broadcasts? , 2018, WWW.

[39]  Veli-Matti Karhulahti,et al.  Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming , 2016, DiGRA/FDG.

[40]  Fernando Bermejo,et al.  Audience manufacture in historical perspective: from broadcasting to Google , 2009, New Media Soc..

[41]  M. Laeeq Khan Social media engagement: What motivates user participation and consumption on YouTube? , 2017, Comput. Hum. Behav..

[42]  Hector Postigo,et al.  The socio-technical architecture of digital labor: Converting play into YouTube money , 2016, New Media Soc..

[43]  Nicole S. Cohen The Valorization of Surveillance: Towards a Political Economy of Facebook , 2008 .

[44]  Alice E. Marwick You May Know Me from YouTube: (Micro‐)Celebrity in Social Media , 2015 .

[45]  Ramona Pringle Periscope's Paradox: The promise and peril of uncensored live video , 2016, IEEE Consumer Electronics Magazine.

[46]  Noah J. Goldstein,et al.  A Room with a Viewpoint: Using Social Norms to Motivate Environmental Conservation in Hotels , 2008 .

[47]  Brandi A. Watkins,et al.  YouTube vloggers' influence on consumer luxury brand perceptions and intentions , 2016 .

[48]  C. Fuchs Digital prosumption labour on social media in the context of the capitalist regime of time , 2014 .

[49]  Olli Sotamaa,et al.  When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture , 2010, Games Cult..

[50]  Loïc Cerf,et al.  Watch me playing, i am a professional: a first study on video game live streaming , 2012, WWW.

[51]  R. Barthes Elements of Semiology , 1967 .

[52]  Chih-Ping Chen,et al.  Exploring Personal Branding on YouTube , 2013 .

[53]  Juho Hamari,et al.  Likes and views: Investigating internet video content creators perceptions of popularity , 2018, GamiFIN.

[54]  D. Murthy Digital Ethnography , 2008 .

[55]  C. Abidin “Aren’t These Just Young, Rich Women Doing Vain Things Online?”: Influencer Selfies as Subversive Frivolity , 2016 .

[56]  Alexander Maedche,et al.  Gamified crowdsourcing: Conceptualization, literature review, and future agenda , 2017, Int. J. Hum. Comput. Stud..

[57]  Juho Hamari,et al.  Why do people watch others play video games? An empirical study on the motivations of Twitch users , 2017, Comput. Hum. Behav..

[58]  P. Leonardi,et al.  Social Media Use in Organizations: Exploring the Affordances of Visibility, Editability, Persistence, and Association , 2013 .

[59]  Tiziana Terranova Free Labor: Producing Culture for the Digital Economy , 2000 .

[60]  John C. Tang,et al.  What Makes Live Events Engaging on Facebook Live, Periscope, and Snapchat , 2017, CHI.

[61]  J. Gibson The Ecological Approach to Visual Perception , 1979 .

[62]  Juho Hamari,et al.  Do badges increase user activity? A field experiment on the effects of gamification , 2017, Comput. Hum. Behav..