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

Lynn Love*, Xiong Xiaoxiong*

*Corresponding author for this work

Research output: Contribution to conferenceAbstract

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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.
Original languageEnglish
Number of pages3
Publication statusPublished - 12 Apr 2022
EventInGame International Conference: Games in/between China and the West - Online, Dundee, United Kingdom
Duration: 12 Apr 202213 Apr 2022
https://www.innovationforgames.com/ingame_international/igi-conference/

Conference

ConferenceInGame International Conference
Country/TerritoryUnited Kingdom
CityDundee
Period12/04/2213/04/22
Internet address

Keywords

  • Games cultures audiences
  • Video games market preferences
  • Outsidership
  • Communities of play
  • Video game streaming

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