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dc.contributor.authorLin, Jih-Hsuan Tammyen_US
dc.contributor.authorBowman, Nicholasen_US
dc.contributor.authorLin, Shu-Fangen_US
dc.contributor.authorChen, Yen-Shenen_US
dc.date.accessioned2019-10-05T00:08:36Z-
dc.date.available2019-10-05T00:08:36Z-
dc.date.issued2019-08-01en_US
dc.identifier.issn1875-9521en_US
dc.identifier.urihttp://dx.doi.org/10.1016/j.entcom.2019.100309en_US
dc.identifier.urihttp://hdl.handle.net/11536/152774-
dc.description.abstractGame streaming-viewing live or recorded broadcasts of others' video game play-has become widely popular in recent years due to the emergence of platforms such as Twitch and YouTube Gaming. We position game streaming as a form of collaborative game play, with implications for how we study games and communication. We first review the social history of gaming before explicating game streaming as a gaming activity that involves public performance and varying levels of social interaction and synchrony. The influence of these three core elements on the uses, processes, and effects of game streaming as an entertainment activity are discussed through the twin perspectives of communication and media psychology.en_US
dc.language.isoen_USen_US
dc.subjectGame streamingen_US
dc.subjectTwitchen_US
dc.subjectYouTube gamingen_US
dc.subjectAudience effectsen_US
dc.subjectPerformanceen_US
dc.subjectSelf-determinationen_US
dc.subjectMedia psychologyen_US
dc.titleSetting the digital stage: Defining game streaming as an entertainment experienceen_US
dc.typeArticleen_US
dc.identifier.doi10.1016/j.entcom.2019.100309en_US
dc.identifier.journalENTERTAINMENT COMPUTINGen_US
dc.citation.volume31en_US
dc.citation.spage0en_US
dc.citation.epage0en_US
dc.contributor.department交大名義發表zh_TW
dc.contributor.departmentNational Chiao Tung Universityen_US
dc.identifier.wosnumberWOS:000485797400008en_US
dc.citation.woscount0en_US
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