000 06733nam a2201705Ia 4500
001 194104
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006 m|||||o||d||||||||
007 cr || ||||||||
008 240426t20182019nju fo d z eng d
019 _a(OCoLC)1083621989
020 _a9780691165967
_qprint
020 _a9780691184975
_qPDF
024 7 _a10.1515/9780691184975
_2doi
035 _a(DE-B1597)9780691184975
035 _a(DE-B1597)502963
035 _a(OCoLC)1048895825
040 _aDE-B1597
_beng
_cDE-B1597
_erda
072 7 _aSOC052000
_2bisacsh
082 0 4 _a794.8
_223
084 _aonline - DeGruyter
100 1 _aTaylor, T. L.
_eautore
245 1 0 _aWatch Me Play :
_bTwitch and the Rise of Game Live Streaming /
_cT. L. Taylor.
264 1 _aPrinceton, NJ :
_bPrinceton University Press,
_c[2018]
264 4 _c©2019
300 _a1 online resource (328 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aPrinceton Studies in Culture and Technology ;
_v24
505 0 0 _tFrontmatter --
_tCONTENTS --
_tACKNOWLEDGMENTS --
_t1. Broadcasting Ourselves --
_t2. Networked Broadcasting --
_t3. Home Studios. Transforming private play into public entertainment --
_t4. Esports Broadcasting. Ditching the TV dream --
_t5. Regulating the Networked Broadcasting Frontier --
_t6. Live Streaming as Media --
_tNOTES --
_tBIBLIOGRAPHY --
_tINDEX --
_tA NOTE ON THE TYPE
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _aA 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.
538 _aMode of access: Internet via World Wide Web.
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 26. Apr 2024)
650 7 _aSOCIAL SCIENCE / Media Studies.
_2bisacsh
653 _aAdobe.
653 _aAdvertising.
653 _aAffiliate marketing.
653 _aAudience measurement.
653 _aAudience.
653 _aAzubu.
653 _aBlog.
653 _aCareer.
653 _aCommercialization.
653 _aCommunity management.
653 _aCompetition.
653 _aConsideration.
653 _aCosplay.
653 _aCounter-Strike.
653 _aCreative work.
653 _aCriticism.
653 _aCrowdsourcing.
653 _aDigital distribution.
653 _aESPN.
653 _aEarly adopter.
653 _aEconomics.
653 _aEmail.
653 _aEmote.
653 _aEmoticon.
653 _aEngineering.
653 _aEntertainment.
653 _aEveryday life.
653 _aFacebook.
653 _aFandom.
653 _aFansite.
653 _aGamergate controversy.
653 _aGovernance.
653 _aGratification.
653 _aGuideline.
653 _aHarassment.
653 _aHate speech.
653 _aHulu.
653 _aIdeology.
653 _aIn Real Life.
653 _aIncome.
653 _aInfrastructure.
653 _aInsider.
653 _aIntel.
653 _aIntellectual property.
653 _aJustin.tv.
653 _aLAN party.
653 _aLet's Play (video gaming).
653 _aMachinima.
653 _aMainstream media.
653 _aMarketing.
653 _aMicrosoft.
653 _aMonetization.
653 _aNegotiation.
653 _aNetworKing.
653 _aNew media.
653 _aNullsoft.
653 _aOnline advertising.
653 _aOnline chat.
653 _aOnline community.
653 _aOnline game.
653 _aOwnership (psychology).
653 _aOwnership.
653 _aParticipatory culture.
653 _aPayola.
653 _aPodcast.
653 _aPopular culture.
653 _aPopularity.
653 _aProcessing (programming language).
653 _aProduction company.
653 _aProfessionalization.
653 _aPublication.
653 _aRacism.
653 _aReality television.
653 _aReddit.
653 _aRole-playing.
653 _aSHOUTcast.
653 _aSexism.
653 _aSkype.
653 _aSocial justice warrior.
653 _aSocial media.
653 _aSociotechnical system.
653 _aStickam.
653 _aStreaming media.
653 _aSubjectivity.
653 _aTarleton Gillespie.
653 _aTechnology.
653 _aTelevision.
653 _aTwitch.tv.
653 _aTwitter.
653 _aUstream.
653 _aVideo game console.
653 _aVideo game developer.
653 _aVideo on demand.
653 _aVideo production.
653 _aViewing (funeral).
653 _aVirtual world.
653 _aWebcam.
653 _aWebsite.
653 _aWriting.
653 _aYouTube.
850 _aIT-RoAPU
856 4 0 _uhttps://doi.org/10.1515/9780691184975?locatt=mode:legacy
856 4 0 _uhttps://www.degruyter.com/isbn/9780691184975
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9780691184975/original
942 _cEB
999 _c194104
_d194104