Video game streaming and their communities of play in UK and China

Abstract

This paper will explore the culture of social video game consumption in the UK and China and the impact of commercial structures upon the social interaction between streamers and their audiences. Through a comparative analysis of literature reviewing video game streaming and viewing practices in each region and thematic analysis of streamer interviews and viewer surveys, we define the social and commercial conventions of Western and Chinese streaming platform approaches. Through the lenses of communities of play (Dekoven, 2002) and outsidership (Johanson and Vahlne, 2009) we seek to understand their differences, effect on socialisation and the potential implications for streamers, audiences and game developers seeking to engage with Chinese and Western streaming platforms

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