Academic literature on the topic 'Video game streaming'

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Journal articles on the topic "Video game streaming"

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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.

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Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.
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Johnson, 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.

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This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to independent and niche games and older games; and the live streaming of the creation of games, shedding light on the games industry and subverting ordinarily expensive or highly competitive game-design courses, training and employment paths. To do so, we draw on empirical data from offline and online fieldwork, including 100 qualitative interviews with professional live-streamers, offline ethnography at live-streaming events, and online ethnography and observation of Twitch streams. The article concludes that live streaming is a major new force in the games industry, creating new links between developers and influencers and shifting our expectations of game play and game design, and is consequently a platform whose major structural effects are only now beginning to be understood.
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Felczak, 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.

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This work concerns online streaming platforms centered on broadcasting video games-related content, such as Twitch.tv and Douyu.com. The aim of this article is two-fold: first, to point out the possible research methods regarding online streaming services as mediums for video game criticism, and second, to assess the potential of these platforms for generating critical discourse about video games. The methodology of the research is based on Mia Consalvo’s take on paratextual frameworks and Veli-Matti Karhulahti’s notions of interview and play frames regarding the activity of video games streaming. In this article, the initial characterization of Twitch.tv and Douyu.com is followed by an analysis on how the work of streamers as content creators can influence the reception of video games. Afterwards, a reading of analyzed phenomena based on paratextual framework is proposed. The last section juxtaposes the initial findings with the perspective of changing viewership figures in relation to selected ludic properties of games. In conclusion, it is stated that the analyzed streaming platforms reflect the proliferating crowdsource trends in the video game industry, with forms of interacting with the product at various stages of its development cycle establishing new practices of talking in and about video games.
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Kesuma, 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.

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Fenomena streaming game bukan subjek baru bagi penggemar video game. Game streaming adalah salah satu kegiatan rekreasi terdepan untuk memberikan pengalaman baru dalam bermain video game, baik untuk streamer game dan pemirsa stream game. Dalam makalah ini, analisis dilakukan untuk mengetahui bagaimana perilaku, hubungan, dan distribusi streamer game di platform Facebook Gaming dalam menyajikan streaming game. Hasil analisis adalah bahwa streamer game cukup aktif dalam melakukan streaming langsung dan berinteraksi satu sama lain dengan streamer game. Selain itu, distribusi permainan pita cenderung didominasi oleh pria berusia 20-30 tahun. Lebih jauh, hasil dari makalah ini dimaksudkan untuk menambah wawasan yang berarti bagi pembaca.
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Li, 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.

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Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of video game live streaming and various psychological variables. In order to fully understand the factors that affected user participation (streamers and audiences) in video game live streaming and provide a reference to the mental health issues of Internet addiction, this paper summarizes the relevant literature on user behavior in video game live streaming. First, we comprehensively searched literature in six social science databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above literature was presented in table form for classification and we found that the effect factors of user behavior in video game live streaming mainly include user demands and platform impact. Based on Use and Satisfaction theory, this paper reviewed the following four aspects: streamer demand, audience demand, interaction behavior and platform impact, then a relevant theoretical framework was constructed. Finally, this paper looks forward to possible future research topics based on the research platform, research data and research content and so on, hoping to provide a foundation and new ideas for future research.
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Gligorov, 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.

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Games with a purpose (GWAPs) are increasingly used in audio-visual collections as a mechanism for annotating videos through tagging. One such GWAP is Waisda?, a video labeling game where players tag streaming video and win points by reaching consensus on tags with other players. The open-ended and unconstrained manner of tagging in the fast-paced setting of the game has fundamental impact on the resulting tags. We find that Waisda? tags predominately describe visual objects and rarely refer to the topics of the videos. In this study we evaluate to what extent the tags entered by players can be regarded as topical descriptors of the video material. Moreover, we characterize the quality of the user tags as topical descriptors with the aim to detect and filter out the bad ones. Our results show that after filtering, game tags perform equally well compared to the manually crafted metadata when it comes to accessing the videos based on topic. An important consequence of this finding is that tagging games can provide a cost-effective alternative in situations when manual annotation by professionals is too costly.
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Sergeyeva, 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.

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Video streaming has become very popular among game enthusiasts. Live streams of computer games, where there is the possibility of communi­cation, are developing as community meeting places; a number of social scientists are calling this a trend towards new online “third places”. To­day’s debate draws attention to the reproduction of a participation culture trough streaming, in the space of which everyone can express themselves creatively, share their opinion, experiences, and information. At the same time, there is a tendency towards the capitalist appropriation of streaming by media businesspersons who stimulate the monetization of participation. Investigating the “sociality of streaming”, the authors highlight the supplementation of the “Let’s Play” discourse with topics from the current agenda, understanding live streams as public media arenas. In the public arenas of computer game live streams, the dramatization and selection of global or local news information in a specific media format takes place. The article demonstrates this phenomenon using the example of the corona­virus, the most prominent topic of spring 2020. The pandemic vocabulary appears in different sections of Twitch game streams, such as titles, audio/ video content, and the chat. Banter and obscene vocabulary are charac­teristic of the game stream space, however, this is combined with charity fund-raising broadcasts in support of doctors. ­
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Mirowski, 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.

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With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pronounced demands on players, developers, publishers, spectators, and other video game actors. By identifying and exploring elements of infrastructure in multiplayer games, this paper augments Bowman’s (2018) conceptualization of demands in video games by introducing a new category of ‘infrastructure demand’ of games. This article describes how the infrastructure increasingly built around video games creates demands upon those interacting with these games, either as players, spectators, or facilitators of multiplayer video game play. We follow the method described by Susan Leigh Star (1999), who writes that infrastructure is as mundane as it is a critical part of society and as such is particularly deserving of academic study. When infrastructure works properly it fades from view, but in doing so loses none of its importance to human endeavor. This work therefore helps to make visible the invisible elements of infrastructure present in and around multiplayer video games and explicates the demands these elements create on people interacting with those games.
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Hidayanto, 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.

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Zhao, 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.

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Scalable Video Coding (SVC) streaming multicast is considered as a promising solution to cope with video traffic overload and multicast channel differences. To solve the challenge of delivering high-definition SVC streaming over burst-loss prone channels, we propose a social-aware cooperative SVC streaming multicast scheme. The proposed scheme is the first attempt to enable D2D cooperation for SVC streaming multicast to conquer the burst-loss, and one salient feature of it is that it takes fully into account the hierarchical encoding structure of SVC in scheduling cooperation. By using our scheme, users form groups to share video packets among each other to restore incomplete enhancement layers. Specifically, a cooperative group formation method is designed to stimulate effective cooperation, based on coalitional game theory; and an optimal D2D links scheduling scheme is devised to maximize the total decoded enhancement layers, based on potential game theory. Extensive simulations using real video traces corroborate that the proposed scheme leads to a significant gain on the received video quality.
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Dissertations / Theses on the topic "Video game streaming"

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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.

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Video game streaming has introduced to consumers a new method of creating branded content. Popular streaming platforms receive millions of broadcasters and viewers every month, and the current examines the influence of this type user-generated content on consumer attitudes and behaviors. The goal of this study is to understand how video game streams function as a marketing tool. To investigate this, a quantitative survey was designed and measured participants’ video gaming habits and their perceptions of credibility, usefulness of content, group identification, and purchase intention. Heavier gaming habits were found to be positively related to perceived credibility in a user-generated stream condition. Group identification and stream familiarity were found to be positively related to perceived credibility. These findings hold implications for using video game streams as a marketing tool, as heavier gamers were found perceive user-generated streams as a credible source of information.
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Vonderlind, 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.

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Cai, 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.

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Cai, Wei. "FPGA Prototyping of a Watermarking Algorithm for MPEG-4." Thesis, University of North Texas, 2007. https://digital.library.unt.edu/ark:/67531/metadc3695/.

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In the immediate future, multimedia product distribution through the Internet will become main stream. However, it can also have the side effect of unauthorized duplication and distribution of multimedia products. That effect could be a critical challenge to the legal ownership of copyright and intellectual property. Many schemes have been proposed to address these issues; one is digital watermarking which is appropriate for image and video copyright protection. Videos distributed via the Internet must be processed by compression for low bit rate, due to bandwidth limitations. The most widely adapted video compression standard is MPEG-4. Discrete cosine transform (DCT) domain watermarking is a secure algorithm which could survive video compression procedures and, most importantly, attacks attempting to remove the watermark, with a visibly degraded video quality result after the watermark attacks. For a commercial broadcasting video system, real-time response is always required. For this reason, an FPGA hardware implementation is studied in this work. This thesis deals with video compression, watermarking algorithms and their hardware implementation with FPGAs. A prototyping VLSI architecture will implement video compression and watermarking algorithms with the FPGA. The prototype is evaluated with video and watermarking quality metrics. Finally, it is seen that the video qualities of the watermarking at the uncompressed vs. the compressed domain are only 1dB of PSNR lower. However, the cost of compressed domain watermarking is the complexity of drift compensation for canceling the drifting effect.
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Foley, Nadine. "Stream of Consciousness." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1555689988119793.

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Wikstrand, 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.

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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.

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碩士
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.
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(8085977), Qingheng Zhou. "Exploring Social Roles in Twitch Chatrooms." Thesis, 2019.

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With 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.

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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.

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碩士
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.
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Grad, KEVIN. "Encoding of Streaming Peripheral Information in Video Games." Thesis, 2009. http://hdl.handle.net/1974/1676.

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Traditional peripheral displays rely on drawing the user's attention and gaze through alerts. These displays function best when the central task does not require the user's constant attention. For tasks that require a user to always maintain focus, alert-based displays are not appropriate. We assert that conveying information to a user without drawing his gaze, allows the user to maintain constant focus on his primary task while still receiving additional information. In this thesis we use video games to examine streaming peripheral displays as a means of presenting information without drawing gaze. The results of our experiments showed no significant difference between user performance using our display encoded for peripheral viewing versus an unencoded display. Additionally, we found that players were successfully able to perceive information shown on a streaming peripheral display, however, as game difficulty increased the effectiveness of the streaming peripheral display decreased. Finally, we show that as game level increases, users adopt risk-tolerant strategies. Drawing from these results, we have suggested some additional heuristics pertaining to streaming peripheral displays. Moreover, we have suggested further situations where streaming peripheral displays may be useful.
Thesis (Master, Computing) -- Queen's University, 2009-01-28 10:41:41.602
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Books on the topic "Video game streaming"

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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.

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Elkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.

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“This content is not available in your country.” Media consumers around the world regularly run into this reminder of geography’s imprint on digital culture. Despite utopian hopes of a borderless digital society in an era of globalization, DVDs, video games, and streaming platforms include digital rights management mechanisms like region codes and IP address detection systems that block media access within certain territories. Although propped up by national and transnational intellectual property regulation, these technologies of “regional lockout” are designed primarily to keep the entertainment industries’ global markets distinct. Beyond this, they frustrate consumers around the world and place certain territories on a hierarchy of global media access. Drawing on extensive research of media-industry strategies, consumer and retailer practices, and media regulation, Locked Out explores regional lockout in DVDs, console video games, and streaming video and music platforms. The book argues that regional lockout has shaped global media culture over the past few decades in three interrelated ways: as technological regulation, media distribution, and geocultural discrimination. As a form of digital rights management, regional lockout builds in limitations on the affordances of digital software and hardware. As distribution, it seeks to ensure that digital technologies accommodate media industries’ traditional segmentation of markets. Finally, as a cultural system, regional lockout shapes and reflects long-standing global hierarchies of power and discrimination.
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Lean media: How to focus creativity, streamline production, and create media that audiences love. i30 Media Corporation, 2017.

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Richardson, 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.

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This volume offers new ways to read the audiovisual. In the media landscapes of today, conglomerates jockey for primacy and the Internet increasingly places media in the hands of individuals-producing the range of phenomena from movie blockbuster to YouTube aesthetics. Media forms and genres are proliferating and interpenetrating, from movies, music, and other entertainments streaming on computers and iPods to video games and wireless phones. The audiovisual environment of everyday life, too-from street to stadium to classroom-would at times be hardly recognizable to the mid-twentieth-century subject. The Oxford Handbook of New Audiovisual Aesthetics provides powerful ways to understand these changes. Earlier approaches tended to consider sound and music as secondary to image and narrative. These remained popular even as practices from theater, cinema, and television migrated across media. However, the traversal, or “remediation,” from one medium to another has also provided practitioners and audiences the chance to rewrite the rules of the audiovisual contract. Whether viewed from the vantage of televised mainstream culture, the Hollywood film industry, the cinematic avant-garde, or the participatory discourses of “cyberspace,” audiovisual expression has changed dramatically. The book provides a definitive cross-section of current ways of thinking about sound and image. Its authors-leading scholars and promising younger ones, audiovisual practitioners and nonacademic writers (both mainstream and independent)-open the discussion on audiovisual aesthetics in new directions. Our contributors come from fields including film, visual arts, new media, cultural theory, and sound and music studies, and they draw variously from economic, political, institutional, psychoanalytic, genre-based, auteurist, internationalist, reception-focused, technological, and cultural approaches to questions concerning today’s sound and image. All consider the aural dimension, and what Michel Chion calls “audio-vision:” the sensory and semiotic result of sound placed with vision, an encounter greater than their sum.
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Book chapters on the topic "Video game streaming"

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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.

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Matsuura, 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.

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El 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.

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Bhuyan, 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.

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Uszkoreit, 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.

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Arditi, 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.

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"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.

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Video games are defined as much by the game as by the people that play them. With increased depth and breadth, and different types of games, there are as many different types of people playing games as there are games, and each of these games has individuals playing the same games in different ways. But it is not just about playing the games; it is also about the community that surrounds video games: eSports, machinima, streaming, etc. The ways in which video games are permeating culture are many, and understanding only the video games themselves leaves out more than half of the equation. This chapter explores the people playing the games.
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Foster, 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.

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Video game streaming has introduced to consumers a new method of creating branded content. Popular streaming platforms receive millions of broadcasters and viewers every month, and the current chapter examines the influence of this type of user-generated content on consumers' attitudes and behaviors. The goal of this study is to understand how video game streams function as a marketing tool. To investigate this, a quantitative survey was designed and measured participants' video gaming habits and their perceptions of credibility, usefulness of content, group identification, and purchase intention. Heavier gaming habits were found to be positively related to perceived credibility in a user-generated stream condition. Group identification and stream familiarity were found to be positively related to perceived credibility. These findings hold implications for using video game streams as a marketing tool as heavier gamers were found to perceive user-generated streams as a credible source of information.
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9

Pun, 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.

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With the rise of game broadcasting appearing in video sharing or streaming platforms, there is a new social phenomenon in which fans or consumers could co-operate with the game companies in their mutual interest. This social phenomenon has further diverged into two types of tamed labour fans, the expert fans in gaming and live-streaming and tamed fans in marketing and socializing in fandom as company agency. This article will investigate the nature of this new role of tamed fan labour and explore how it functions in the fan community, especially in terms of relieving fans' resistance against the game companies and consolidating the fan community by revealing their affinity for their fan. Using the example of a successful Chinese mobile game app, “Tower of Saviour,” this article will shed light on this rethinking of the fan structure, as well as on Chinese fan studies that show how tamed fan labour can benefit game companies in the Chinese cultural context.
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Fai, 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.

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With the rise of game broadcasting appearing in video sharing or streaming platforms, there is a new social phenomenon in which active fans expertizing in gaming could transcend to become tamed labour fans. This is a new role in the fan community and it enjoys paramount profitable benefit via the sponsorship of game companies. This article will investigate the nature of this new role of tamed fan labour and explore how it functions in the fan community, especially in terms of relieving fans' resistance against the game companies and consolidating the fan community by revealing their affinity for their fan. Using the example of a successful Chinese mobile game app, “Tower of Saviour”, this article will shed light on this rethinking of the fan structure, as well as on Chinese fan studies that show how tamed fan labour can benefit game companies in the Chinese cultural context.
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Conference papers on the topic "Video game streaming"

1

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.

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Chisci, 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.

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Nascimento, 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.

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Sabrina, 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.

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Chiariotti, 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.

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Chiariotti, 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.

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Zhao, 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.

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Maani, 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.

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Asioli, 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.

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Gao, 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.

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