| 000 | 06733nam a2201705Ia 4500 | ||
|---|---|---|---|
| 001 | 194104 | ||
| 003 | IT-RoAPU | ||
| 005 | 20250106150344.0 | ||
| 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 |
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