Academic literature on the topic 'Video game streaming'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Video game streaming.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Video game streaming"
Ruberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (December 1, 2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.
Full textJohnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (December 20, 2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textFelczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (November 22, 2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.
Full textKesuma, Bianda Reyhan, Gita Krismurti Romadhani, Mohammad Refi Nur Ghozi, Shabrina Luthfiani Khanza, Muhammad Khutama Wijaya, and Nur Aini Rakhmawati. "ANALISIS PERILAKU, HUBUNGAN, DAN PERSEBARAN GAME STREAMER PADA MEDIA SOSIAL FACEBOOK." Ultima InfoSys : Jurnal Ilmu Sistem Informasi 11, no. 1 (July 2, 2020): 8–13. http://dx.doi.org/10.31937/si.v9i1.1279.
Full textLi, Yi, Chongli Wang, and Jing Liu. "A Systematic Review of Literature on User Behavior in Video Game Live Streaming." International Journal of Environmental Research and Public Health 17, no. 9 (May 11, 2020): 3328. http://dx.doi.org/10.3390/ijerph17093328.
Full textGligorov, Riste, Michiel Hildebrand, Jacco Van Ossenbruggen, Lora Aroyo, and Guus Schreiber. "Topical Video Search: Analysing Video Concept Annotation through Crowdsourcing Games." Human Computation 4, no. 1 (April 26, 2017): 47–70. http://dx.doi.org/10.15346/hc.v4i1.77.
Full textSergeyeva, O. V., and N. A. Zinovyeva. "The Public Arenas of Game Streaming (on the Example of the Coronavirus Topic Representation)." Sociology of Power 32, no. 3 (October 2020): 221–41. http://dx.doi.org/10.22394/2074-0492-2020-3-221-241.
Full textMirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (December 20, 2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.
Full textHidayanto, Syahrul. "Eksistensi video game streaming dalam industri gaming Indonesia." Jurnal Studi Komunikasi (Indonesian Journal of Communications Studies) 4, no. 2 (July 1, 2020): 485. http://dx.doi.org/10.25139/jsk.v4i2.1995.
Full textZhao, Lindong, Lei Wang, Xuguang Zhang, and Bin Kang. "Social-Aware Cooperative Video Distribution via SVC Streaming Multicast." Wireless Communications and Mobile Computing 2018 (October 25, 2018): 1–9. http://dx.doi.org/10.1155/2018/9315357.
Full textDissertations / Theses on the topic "Video game streaming"
Foster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.
Full textVonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.
Full textCai, Wei Kougianos Elias Mohanty Saraju. "FPGA prototyping of a watermarking algorithm for MPEG-4." [Denton, Tex.] : University of North Texas, 2007. http://digital.library.unt.edu/permalink/meta-dc-3695.
Full textCai, Wei. "FPGA Prototyping of a Watermarking Algorithm for MPEG-4." Thesis, University of North Texas, 2007. https://digital.library.unt.edu/ark:/67531/metadc3695/.
Full textFoley, Nadine. "Stream of Consciousness." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1555689988119793.
Full textWikstrand, Greger. "Human factors and wireless network applications : more bits and better bits." Doctoral thesis, Umeå : Department of Computing Science, Umeå Univ, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-910.
Full text黃勝淋. "Return to the era of carnivalization? Exploring the significance of Live Streaming Video in game live case." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/xqk8uf.
Full text國立政治大學
傳播學院傳播碩士學位學程
106
Inspired from researcher’s experience of using live streaming media, this study aimed to understand the usage of this new media technique, what characteristics it shows and what significance it implies. Based on the goals above, three main theories were referenced, including Johan Huizinga’s “Homo Ludens”, Mikhail Bakhtin’s “Carnival” and Marshall McLuhan’s concepts about media technology. Researcher analyzed the characteristic of live streaming media as an interactive field based on the first two theories mentioned, and further discussed the meanings and influences of live streaming media with McLuhan’s theory of media viewpoint. This study chose twitch.tv to be the field of analysis because researcher is familiar with it the most and took Netnography and In-Depth Interview as research methods. The result of this study indicated that the reply functions on streaming platform allow audience to participate, making the streaming media as a temporary interactive field where audiences can interact and play with others. Moreover, when a live streaming is on, the unceasing comment spamming phenomenon by users in chat room can be explained as the crowd at a Carnival, which is unusual and inappropriate in daily life. Therefore, users can release the pressure in their everyday lives. Such Carnival form of live streaming media indicated that people are free to move back and forth between collective connection and personal space, which is not only similar to the concept of “mob-lity” proposed by Huang & Lin(2013), but also embodied McLuhan’s idea of “re-tribalize”. The participation and interaction among streaming media users may reconstruct the sensation and nature of the human beings.
(8085977), Qingheng Zhou. "Exploring Social Roles in Twitch Chatrooms." Thesis, 2019.
Find full textWith the popularity of the gaming industry, game streaming appeared and became a global phenomenon with high participation in recent years. Game streaming platforms such as Twitch had millions of active users participated in the community by watching and chatting. Yet there was lack of investigation about how chat behaviors connected with the overall participation in game streaming community. This study aims to describe and analyze the roles taken on by viewers as they engaged in chat while watching game streaming and identify how these roles influenced participation. I designed a qualitative study with online observations on several Twitch channels streaming Overwatch. By analyzing the chatlogs collected, I identified four social roles among chatters: Lurker, Troll, Collaborator, and Moderator. A discourse analysis was applied to further investigate the interactions among these roles and how they shape the conversation in chatrooms. With these findings, I generated a four-role model that specific for chatters in Twitch personal channels. Limitations of this study and suggestions for future research were also provided.
Chen, Bo-Hao, and 陳柏豪. "Toward a Pragmatic Analysis of Situated Linguistic Practices in Online Video-game Streaming Discourse: An investigation into the roles of pragmatic acts in the Twitch virtual communities." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/7zq99u.
Full text國立中山大學
外國語文學系研究所
107
The thriving of live video-game streaming has led to the speedy development of streaming platforms. During the process of video-game streaming, the broadcast of game footage enables streamers (i.e., people who broadcast video-games on live streaming platform) to share their gaming experiences. The online chatroom embedded in the streaming facilitates the interactions between streamers and viewers and among viewers themselves. These interactions often surround the discussion of streamers’ gaming experiences and in-game performances. When similar experiences or performances are broadcast frequently, a fixed and unique way of interaction (e.g. the adoption of specific words, slang expressions, emoticons in specific contexts) between streamers and viewers will gradually be developed. The present study adopts Pragmatic Act Theory proposed by Mey (2001) to analyze and discuss the unique linguistic behaviors generated by online viewers under specific contexts of video-game broadcasting. Apart from Pragmatic Act Theory, the present study also applies the notion of Community of Practice (Lave and Wenger, 1998) to the examination of the roles of pragmatic acts performed by online viewers in Twitch virtual communities of practice. The establishment of a community of practice relies on three basic components: mutual engagement, joint repertoire, and joint enterprise. To justify the applicability of Community of Practice (CoP) in the case of Twitch platform and to develop the notion in relation to the virtual environment, this study discusses the presence of each constitutive component on the platform through examining Twitch users’ linguistic interactions in Twitch streaming channels. The present study collected data from four Twitch streaming channels, Ya Chou T’ung Shen (亞洲統神, known as asiagodtonegg3be0), GarenaTW, LiquidMana, and OgamingInter. This study has revealed Twitch online viewers’ unique ways of performing the pragmatic acts of evaluation, prompting interactions via a semiotic form of verbal conflict, and ridicule. The analysis shows that these concrete linguistic examples embody online viewers’ frequent interactions in streaming channels and reflect their shared values of video-game broadcasting. Hence, these examples further indicate Twitch platform’s potential for the establishment of virtual communities of practice. Additionally, in the analysis of pragmatic acts, the present study has found that the pragmatic acts, which are performed by viewers’ adoption of specific words, slang expressions, and emoticons, can function to (1) present viewers’ distinct membership of specific Twitch streaming communities; (2) preserve their joint values of game performances; and (3) maintain their fixed and unique ways of interaction. Through the social model of Community of Practice, Twitch viewers’ unique performances of pragmatic acts can be perceived as linguistic practices which consolidate the working of Twitch streaming communities. The application of both pragmatic act theory and community of practice have provided a solid theoretical basis for clarifying the correlation between Twitch users’ unique performances of pragmatic acts and the working of virtual streaming communities. This study highlights that the combined framework of pragmatic act theory and CoP social model is conducive to the interpretive analysis regarding the functions of shared linguistic practices in specific social groups.
Grad, KEVIN. "Encoding of Streaming Peripheral Information in Video Games." Thesis, 2009. http://hdl.handle.net/1974/1676.
Full textThesis (Master, Computing) -- Queen's University, 2009-01-28 10:41:41.602
Books on the topic "Video game streaming"
Harper, Kendrick. Video Game Review Journal: Gamer Journal Notebook Planner for Men, Women, Boys and Girls Who Love Gaming, Esports, Twitch Streaming and Live the Gamer Life,video Game Review Notebook. Independently Published, 2020.
Find full textElkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.
Full textLean media: How to focus creativity, streamline production, and create media that audiences love. i30 Media Corporation, 2017.
Find full textRichardson, John, Claudia Gorbman, and Carol Vernallis, eds. The Oxford Handbook of New Audiovisual Aesthetics. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.001.0001.
Full textBook chapters on the topic "Video game streaming"
Heo, Yoonseok, Taeseop Kim, and Doug Young Suh. "Video Streaming for Multi-cloud Game." In Lecture Notes in Computer Science, 275–84. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24078-7_27.
Full textMatsuura, Yu, and Sachiko Kodama. "Cheer Me!: A Video Game System Using Live Streaming Text Messages." In Advances in Computer Entertainment Technology, 311–17. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_22.
Full textEl Afi, Fouad, and Smail Ouiddad. "The Rise of Video-Game Live Streaming: Motivations and Forms of Viewer Engagement." In HCI International 2021 - Posters, 156–63. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78645-8_20.
Full textBhuyan, Bikram P., and Sajal Saha. "Selection of Mobile Node Using Game and Graph Theory for Video Streaming Application." In Lecture Notes in Electrical Engineering, 321–32. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-3067-5_24.
Full textUszkoreit, Lena. "With Great Power Comes Great Responsibility: Video Game Live Streaming and Its Potential Risks and Benefits for Female Gamers." In Feminism in Play, 163–81. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90539-6_10.
Full textArditi, David. "Streaming Video Games: Never Own a Game Again." In Streaming Culture, 103–22. Emerald Publishing Limited, 2021. http://dx.doi.org/10.1108/978-1-83982-768-620210009.
Full text"Players as People." In Advances in Library and Information Science, 22–38. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8175-0.ch002.
Full textFoster, Lisa Brianne, and Robert Andrew Dunn. "Marketing to Gamers." In Advances in Business Strategy and Competitive Advantage, 160–86. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2963-8.ch008.
Full textPun, Lok Fai. "Paid to Play." In Handbook of Research on the Impact of Fandom in Society and Consumerism, 422–40. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1048-3.ch020.
Full textFai, Boris Pun Lok. "Working Behind Playing." In Advances in Marketing, Customer Relationship Management, and E-Services, 224–43. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3220-0.ch012.
Full textConference papers on the topic "Video game streaming"
Smith, Thomas, Marianna Obrist, and Peter Wright. "Live-streaming changes the (video) game." In the 11th european conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2465958.2465971.
Full textChisci, L., F. Papi, T. Pecorella, and R. Fantacci. "An Evolutionary Game Approach to P2P Video Streaming." In GLOBECOM 2009 - 2009 IEEE Global Telecommunications Conference. IEEE, 2009. http://dx.doi.org/10.1109/glocom.2009.5425512.
Full textNascimento, Gustavo, Manoel Ribeiro, Loic Cerf, Natalia Cesario, Mehdi Kaytoue, Chedy Raissi, Thiago Vasconcelos, and Wagner Meira. "Modeling and Analyzing the Video Game Live-Streaming Community." In 2014 9th Latin American Web Congress (LA-WEB). IEEE, 2014. http://dx.doi.org/10.1109/laweb.2014.9.
Full textSabrina, W., and K. J. Ray Liu. "Pricing game and evolution dynamics for mobile video streaming." In 2011 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2011. http://dx.doi.org/10.1109/icassp.2011.5946954.
Full textChiariotti, Federico, Giovanni Pilon, and Leonardo Badia. "A Game Theoretical Framework for Token-Based Adaptive Video Streaming." In GLOBECOM 2015 - 2015 IEEE Global Communications Conference. IEEE, 2015. http://dx.doi.org/10.1109/glocom.2015.7417427.
Full textChiariotti, Federico, Giovanni Pilon, and Leonardo Badia. "A Game Theoretical Framework for Token-Based Adaptive Video Streaming." In GLOBECOM 2015 - 2015 IEEE Global Communications Conference. IEEE, 2014. http://dx.doi.org/10.1109/glocom.2014.7417427.
Full textZhao, Wei, Wen Qiu, Chuanhua Zhou, Zhi Liu, and Takahiro Hara. "Edge-Node Assisted Live Video Streaming: A Coalition Formation Game Approach." In 2018 IEEE Globecom Workshops (GC Wkshps). IEEE, 2018. http://dx.doi.org/10.1109/glocomw.2018.8644422.
Full textMaani, Ehsan, and Aggelos K. Katsaggelos. "A game theoretic approach to video streaming over peer-to-peer networks." In 2010 17th IEEE International Conference on Image Processing (ICIP 2010). IEEE, 2010. http://dx.doi.org/10.1109/icip.2010.5652666.
Full textAsioli, Stefano, Naeem Ramzan, and Ebroul Izquierdo. "A game theoretic framework for optimal resource allocation in P2P scalable video streaming." In ICASSP 2012 - 2012 IEEE International Conference on Acoustics, Speech and Signal Processing. IEEE, 2012. http://dx.doi.org/10.1109/icassp.2012.6288372.
Full textGao, Yang, Yan Chen, and K. J. Ray Liu. "A cheat-proof game-theoretic framework for cooperative peer-to-peer video streaming." In ICASSP 2012 - 2012 IEEE International Conference on Acoustics, Speech and Signal Processing. IEEE, 2012. http://dx.doi.org/10.1109/icassp.2012.6288373.
Full text