Abstract
Video game streaming – live interactive broadcasts of gameplay on online platforms such as YouTube, has emerged as an important phenomenon in the world of video games, with leading streamers attracting the viewership of millions. The public’s perception of streaming, and its legitimacy, is still very much undecided. We seek to understand gamers’ and streamers’ normative perceptions of streaming. Employing an extreme case study methodology, we analyze the Reddit discussion threads and streamers’ video-blogs following the decision of a game producer, Altus, to restrict streaming of its Persona 5 game. We reveal ambiguities amongst community regarding the nature of streaming, with perceptions ranging between streaming as a broadcast of game, a creative performance, or a community activity. Further, we discover the factors that influence gamers’ perceptions regarding streaming legitimacy. We discuss implications for HCI and IS research and practice.
Recommended Citation
Poretski, Lev; Zalmanson, Lior; Hadar, Keren Nativ; and Arazy, Ofer, "What's in a Stream? Understanding Video Gamers' Perceptions regarding Streaming and its Legitimacy" (2019). SIGHCI 2019 Proceedings. 2.
https://aisel.aisnet.org/sighci2019/2