2021
DOI: 10.1002/mar.21483
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Freedom and giving in game streams: A Foucauldian exploration of tips and donations on Twitch

Abstract: Twitch is a full‐fledged marketplace for game consumption, where gameplay is live streamed by players for the benefit of viewers/followers. Using Foucault's notions of freedom as a practice, we provide a psychosocial understanding of game stream engagement, and especially, user motivations for tipping streamers or donating to charity (i.e., “giving”). Following a netnographic approach, we analyse contributions to a large online forum and data gathered from 15 focus groups. We find that giving arises as an outc… Show more

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Cited by 20 publications
(14 citation statements)
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“…Video game producers have a role in influencing the health of players passively [ 10 , 11 , 58 ], through gameplay mechanics [ 99 ] and the development and release of exergames and serious games [ 39 , 53 , 68 , 75 ]. Due to the advancements in the internet and streaming technologies, there has been a boom in content creators who develop influencer communities around gameplay [ 98 ]. Regarding technological advancements, there have been increases in the development and visibility of eSports organisations, eSports athletes [ 29 , 57 , 90 ], and large communities of gamers and viewers around their sports.…”
Section: Resultsmentioning
confidence: 99%
“…Video game producers have a role in influencing the health of players passively [ 10 , 11 , 58 ], through gameplay mechanics [ 99 ] and the development and release of exergames and serious games [ 39 , 53 , 68 , 75 ]. Due to the advancements in the internet and streaming technologies, there has been a boom in content creators who develop influencer communities around gameplay [ 98 ]. Regarding technological advancements, there have been increases in the development and visibility of eSports organisations, eSports athletes [ 29 , 57 , 90 ], and large communities of gamers and viewers around their sports.…”
Section: Resultsmentioning
confidence: 99%
“…Research on digital gaming has been evident in journals across various fields including science, business and humanities. A recent special issue from Psychology & Marketing on "Digital Gaming and Marketing" (Phau et al,) has published papers in the area of virtual reality games (Bender & Sung, 2021), gamification via mobile applications (Kunkel et al, 2021), gamers' divergent behaviour (Sharma et al, 2021), game mechanics and serous games for sustainability (Whittaker et al, 2021), game streaming (Yoganathan et al, 2021), game experience (Wang & Hang, 2021), and AI powered avatar (Butt et al, 2021). While searching in the databases, we came across hundreds of journals that published papers on digital games.…”
Section: Journalsmentioning
confidence: 99%
“…Both status products and the consumption of such products are needed for the effect to occur. We observed the effect with anonymous donations, suggesting that our results are unlikely to be explained by costly signaling (Griskevicius et al, 2010) or self-presentation concerns (Yoganathan et al, 2021).…”
Section: Discussionmentioning
confidence: 49%
“…Both status products and the consumption of such products are needed for the effect to occur. We observed the effect with anonymous donations, suggesting that our results are unlikely to be explained by costly signaling (Griskevicius et al, 2010) or self‐presentation concerns (Yoganathan et al, 2021). The next study further explores the importance of the consumption aspect by distinguishing having status consumption from wanting status consumption.…”
Section: Discussionmentioning
confidence: 56%