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Watch Me Play: Twitch and the Rise of Game Live Streaming

Bibliographic Details
Authors and Corporations: Taylor, T. L. (Author)
Title: Watch Me Play: Twitch and the Rise of Game Live Streaming/ T. L. Taylor
Language: English
published:
Princeton, NJ Princeton University Press [2018]
[Online-Ausgabe].
Series: Princeton Studies in Culture and Technology
Notes: In English
Item Description: 1 Online-Ressource (328 p)
Type of Resource: Mode of access: Internet via World Wide Web.
ISBN: 9780691184975
DOI: 10.1515/9780691184975
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520 |a A look at the revolution in game live streaming and esports broadcastingEvery day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters-and each other-through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity.The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment 
520 |a Frontmatter -- CONTENTS -- ACKNOWLEDGMENTS -- 1. Broadcasting Ourselves -- 2. Networked Broadcasting -- 3. Home Studios. Transforming private play into public entertainment -- 4. Esports Broadcasting. Ditching the TV dream -- 5. Regulating the Networked Broadcasting Frontier -- 6. Live Streaming as Media -- NOTES -- BIBLIOGRAPHY -- INDEX -- A NOTE ON THE TYPE 
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contents A look at the revolution in game live streaming and esports broadcastingEvery day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters-and each other-through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity.The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment, Frontmatter -- CONTENTS -- ACKNOWLEDGMENTS -- 1. Broadcasting Ourselves -- 2. Networked Broadcasting -- 3. Home Studios. Transforming private play into public entertainment -- 4. Esports Broadcasting. Ditching the TV dream -- 5. Regulating the Networked Broadcasting Frontier -- 6. Live Streaming as Media -- NOTES -- BIBLIOGRAPHY -- INDEX -- A NOTE ON THE TYPE
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spelling 1\p Taylor, T. L. 1967- VerfasserIn (DE-588)1175138541 (DE-627)1046044842 (DE-576)516106805 aut, Watch Me Play Twitch and the Rise of Game Live Streaming T. L. Taylor, Princeton, NJ Princeton University Press [2018], 1 Online-Ressource (328 p), Text txt rdacontent, Computermedien c rdamedia, Online-Ressource cr rdacarrier, Princeton Studies in Culture and Technology 24, restricted access http://purl.org/coar/access_right/c_16ec, A look at the revolution in game live streaming and esports broadcastingEvery day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters-and each other-through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity.The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment, Frontmatter -- CONTENTS -- ACKNOWLEDGMENTS -- 1. Broadcasting Ourselves -- 2. Networked Broadcasting -- 3. Home Studios. Transforming private play into public entertainment -- 4. Esports Broadcasting. Ditching the TV dream -- 5. Regulating the Networked Broadcasting Frontier -- 6. Live Streaming as Media -- NOTES -- BIBLIOGRAPHY -- INDEX -- A NOTE ON THE TYPE, [Online-Ausgabe], Mode of access: Internet via World Wide Web., In English, Fantasy games Social aspects, Internet games Social aspects, Role playing Social aspects, Webcasting, SOCIAL SCIENCE / Media Studies, Adobe, Advertising, Affiliate marketing, Audience measurement, Audience, Azubu, Blog, Career, Commercialization, Community management, Competition, Consideration, Cosplay, Counter-Strike, Creative work, Criticism, Crowdsourcing, Digital distribution, ESPN, Early adopter, Economics, Email, Emote, Emoticon, Engineering, Entertainment, Everyday life, Facebook, Fandom, Fansite, 9780691165967 : print, Erscheint auch als print 9780691165967, https://www.degruyter.com/isbn/9780691184975 X:GRUY Verlag lizenzpflichtig, https://doi.org/10.1515/9780691184975?locatt=mode:legacy X:GRUY Resolving-System lizenzpflichtig, https://www.degruyter.com/cover/covers/9780691184975.jpg X:GRUY Verlag Cover, https://www.degruyter.com/document/cover/isbn/9780691184975/original X:GRUY Verlag Cover, 1 cgwrk 20241001 DE-101 https://d-nb.info/provenance/plan#cgwrk, https://doi.org/10.1515/9780691184975 ILN: 736, ILN: 736 epn:3927867381 2023-04-06T22:40:41Z, DE-Bn3 finc ba, DE-Brt1 finc ba, DE-D161 finc ba, DE-Gla1 finc ba, DE-L229 finc ba, DE-Rs1 finc ba, DE-Pl11 finc ba, DE-D275 finc ba, https://doi.org/10.1515/9780691184975 DE-14, DE-14 epn:3813323765 2020-11-26T11:01:57Z, https://www.degruyter.com/isbn/9780691184975 Online-Zugriff DE-15, DE-15 epn:3803354269 2022-04-07T14:23:47Z, https://www.degruyter.com/isbn/9780691184975 DE-Ch1, DE-Ch1 epn:3814920775 2022-02-22T14:22:31Z, DE-105 epn:3804286119 2020-11-16T10:57:23Z, https://doi.org/10.1515/9780691184975 DE-Zwi2, DE-Zwi2 epn:3827041058 2021-06-29T14:14:40Z, https://www.degruyter.com/isbn/9780691184975 Zum Online-Dokument DE-Zi4, DE-Zi4 epn:380432276X 2022-04-07T15:02:38Z, https://doi.org/10.1515/9780691184975 HTWK-Zugang DE-L189, DE-L189 epn:3813353567 2020-11-26T11:23:54Z, https://doi.org/10.1515/9780691184975 DE-520, DE-520 epn:3850196003 2021-02-09T10:36:59Z, https://doi.org/10.1515/9780691184975 DE-540, DE-540 epn:384095360X 2021-01-22T13:19:14Z, https://doi.org/10.1515/9780691184975 DE-L242, DE-L242 epn:3836409933 2021-01-14T12:52:39Z, DE-15 epn:4428385765 2023-12-07T10:35:42Z, FID-MEDIEN-DE-15
spellingShingle Taylor, T. L., Watch Me Play: Twitch and the Rise of Game Live Streaming, A look at the revolution in game live streaming and esports broadcastingEvery day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters-and each other-through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity.The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment, Frontmatter -- CONTENTS -- ACKNOWLEDGMENTS -- 1. Broadcasting Ourselves -- 2. Networked Broadcasting -- 3. Home Studios. Transforming private play into public entertainment -- 4. Esports Broadcasting. Ditching the TV dream -- 5. Regulating the Networked Broadcasting Frontier -- 6. Live Streaming as Media -- NOTES -- BIBLIOGRAPHY -- INDEX -- A NOTE ON THE TYPE, Fantasy games Social aspects, Internet games Social aspects, Role playing Social aspects, Webcasting, SOCIAL SCIENCE / Media Studies, Adobe, Advertising, Affiliate marketing, Audience measurement, Audience, Azubu, Blog, Career, Commercialization, Community management, Competition, Consideration, Cosplay, Counter-Strike, Creative work, Criticism, Crowdsourcing, Digital distribution, ESPN, Early adopter, Economics, Email, Emote, Emoticon, Engineering, Entertainment, Everyday life, Facebook, Fandom, Fansite
title Watch Me Play: Twitch and the Rise of Game Live Streaming
title_auth Watch Me Play Twitch and the Rise of Game Live Streaming
title_full Watch Me Play Twitch and the Rise of Game Live Streaming T. L. Taylor
title_fullStr Watch Me Play Twitch and the Rise of Game Live Streaming T. L. Taylor
title_full_unstemmed Watch Me Play Twitch and the Rise of Game Live Streaming T. L. Taylor
title_short Watch Me Play
title_sort watch me play twitch and the rise of game live streaming
title_sub Twitch and the Rise of Game Live Streaming
title_unstemmed Watch Me Play: Twitch and the Rise of Game Live Streaming
topic Fantasy games Social aspects, Internet games Social aspects, Role playing Social aspects, Webcasting, SOCIAL SCIENCE / Media Studies, Adobe, Advertising, Affiliate marketing, Audience measurement, Audience, Azubu, Blog, Career, Commercialization, Community management, Competition, Consideration, Cosplay, Counter-Strike, Creative work, Criticism, Crowdsourcing, Digital distribution, ESPN, Early adopter, Economics, Email, Emote, Emoticon, Engineering, Entertainment, Everyday life, Facebook, Fandom, Fansite
topic_facet Fantasy games, Internet games, Role playing, Webcasting, SOCIAL SCIENCE / Media Studies, Social aspects, Adobe, Advertising, Affiliate marketing, Audience measurement, Audience, Azubu, Blog, Career, Commercialization, Community management, Competition, Consideration, Cosplay, Counter-Strike, Creative work, Criticism, Crowdsourcing, Digital distribution, ESPN, Early adopter, Economics, Email, Emote, Emoticon, Engineering, Entertainment, Everyday life, Facebook, Fandom, Fansite
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