2016 IEEE International Conferences on Big Data and Cloud Computing (BDCloud), Social Computing and Networking (SocialCom), Sus 2016
DOI: 10.1109/bdcloud-socialcom-sustaincom.2016.43
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The Modem Nation: A First Study on Twitch.TV Social Structure and Player/Game Relationships

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Cited by 31 publications
(27 citation statements)
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“…The claim is that this ranking comes from the technical difficulty of games, Casual being the easiest to understand and Competitive being the most difficult and technically intensive (Churchill & Xu, 2016). However, Sjoblom et al (2017) tudy that when factoring game genre and stream/culture type together, Competitive stream types offer more, and more significant UG need satisfaction than Speedrunning stream types, indicating that perhaps the Competitive community should be larger (Sjoblom et al, 2017).…”
Section: Ugt and Twitchmentioning
confidence: 99%
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“…The claim is that this ranking comes from the technical difficulty of games, Casual being the easiest to understand and Competitive being the most difficult and technically intensive (Churchill & Xu, 2016). However, Sjoblom et al (2017) tudy that when factoring game genre and stream/culture type together, Competitive stream types offer more, and more significant UG need satisfaction than Speedrunning stream types, indicating that perhaps the Competitive community should be larger (Sjoblom et al, 2017).…”
Section: Ugt and Twitchmentioning
confidence: 99%
“…The interaction between streamers and their audience is affected by the size of the stream.Streamers generally reported that they could interact effectively with 100 m, taking game play suggestions, and so on; beyond that number interaction was often unmanageable and the social aspects, even between users, was diminished A curious finding about the relation between stream type and game genre emerges when looking at the size of communities as a whole. Churchill and Xu (2016) found in a social network analysis of streamers that the Casual Streaming culture is the largest, followed by the Speed culture, and finally the Competitive culture. The claim is that this ranking comes from the technical difficulty of games, Casual being the easiest to understand and Competitive being the most difficult and technically intensive (Churchill & Xu, 2016).…”
Section: Ugt and Twitchmentioning
confidence: 99%
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