Communities and Online Gaming

Live-stream environments function as a “third place” that affords eSport professionals and viewers alike a strong sense of community where ties and relationships are strengthened by direct interaction and communication through interactive live media.

​Abstract 

Online media streaming services are becoming more popular in parallel with the exponential growth of eSports. Likewise, the popularity and interest of professional gamers grows. This paper examines how streaming services such as Twitch.tv, allow professional gamers to facilitate online communities as well as manage and strengthen relationships with their viewers via active and live communication. Identifying and comparing eSports to physical sports, there is a clear difference in the available communication and supports avenues fans have to keep in-touch with their favorite sports star. Streaming services allow the constant communication and interaction between users, as well as the available support tools for both the streamer and audience. As technology advances and communities expand, these abilities will only strengthen. 

Keywords:  Videogames; online communities; live streaming; Twitch; eSports 

 Gamers tightening online communities through live media 

Interactive live media has become one of the main social networks for entertainment. As gaming industry grows and becomes more accessible, users are finding ways to connect with other gamers through broadcasting applications. The most popular application; Twitch.tv, shows that there are 15 million unique daily visitors following over 2.2 million monthly broadcasters (Audience. 2017). A broadcaster’s viewership can vary between 0 viewers to over 100,000 live viewers. Users are able to directly and instantaneously connect with gaming professionals through live media, unlike physical sports where fan – professional communications are usually very limited.  Online media environments act as a third place for like-minded users and broadcasters to bond and connect with others of similar interests via informal chat. Barry William & Milena Guilias (1999) adhere to these online participatory communities by emphasizing how “homogenous interests” is an important factor for understanding and offering support within that community. The future for streaming services will only introduce more and more services for viewers to interact and support streamers. A strong focus on community connections and support methods interactive live media facilitates between gaming professionals and viewers, as well as defining and researching the contrast between eSports and Physical sports.  

Online live media fostering a strong sense of community 

Online communities are becoming more positively accepted as the accessibility and possibilities of the internet increases. The ability for a person to pick and choose which communities they want to be a part of despite any physical or geological boundaries allows for the creation of many tight forming communities. Similar interests and the incentive for giving and receiving information is the driving stimulus within these communities, employing friendship and comraderies (Ridings & Gefen 2017).  

Streaming services have evolved to become a main social media for millennials, connecting simultaneously to a professional/passionate streamer and likeminded individuals. Twitch.tv, being the most popular, has developed a new niche environment for gaming communities to flourish in. It has provided accessibility for all users, now games and software are integrating the ability to stream directly to twitch.tv, without the requirement of recording software or specialty hardware (Edge 2013). Conversation and a mutual ground for all members are the main positive aspects of a Third-Place community. This is usually encouraged by the streamer, mixed with the ability to drop in and out of conversations allows for a relaxed yet productive environment (Hamilton, Garretson & Kern 2014). In reference to the online world Steinkuehler & Williams (2017) characterize the importance of anonymity online, it is referred to as a “safe haven” for a person to escape the “brick-and-mortar” reality. A person is able to log-in and out whenever they want, usually there is no contract or requirement to play – likewise, streaming services offer this anonymity and neutral grounds to their users. Interacting directly with a streamer and other members you can construct a personal connection even though you continue to remain anonymous. Usually, a streamer has a live video stream of their face as well as gameplay for the viewer to watch. Immersing the viewers in gameplay while facilitating an emotional connection to the reactions of the streamer as events unfold within the stream. It is critical to recognize the importance of communities within a person’s social sphere; streaming services offer a strong backbone for communities to flourish as well as a means of communication opportunities between likeminded individuals.   

Methods of interactivity within a streaming environment. 

Twitch.tv allows multiple different communication and support methods for both the streamer and viewer. The twitch.tv platform allows the streamer to stream whatever they want from a computer-mediated source (desktop, tablet, phone, laptop) directly to the platform. Amongst the main streaming output, they are also able to add a livestream face-cam and decorations to the stream via third-party capture software. Usually, interacting directly with the audience via voice and video communications.     

Support and communication methods. 

Users can pay for subscription and donation services; they pay a small amount of money per month that is split between the streamer and the platform. Allowing for an add free stream with a direct income support to their favorite streamer. Users can stream full-time and make a comfortable wage from subscriptions, partnerships and donations. As shown in Table 1, the 2014 study shows that the average income of a professional eSports person is generally quite low. Below national minimum averages. The ability for these professional eSports persons to livestream themselves practicing or even competing gives them an opportunity to pursue this career full time. This is quite different to professional physical sports, usually a sportsman at the top level receives a wage depending on the ability of the individual or team.   

This ability to stream full time allows fans to follow and join the training and event participations the professional takes part in. Not only is this beneficial for the streamer, companies have taken this opportunity to sponsor individual streamers and events. Participatory communities (Hamilton, Garretson & Kern 2014) are defined as a community evolved around user interactions and connections. With a mix of video and text communication methods, this type of community has flourished. ESport professionals facilitate these participatory communities via regular, meaningful communications and interactions. Online streaming services follow the study of Barry Wellman & Milena Gulias (1999) implying that online social medias not only supply entertainment, but also “provide companionship, social support, information and a sense of belonging”. This unique participatory community allows for the flourish of meaningful interactions between professional eSports persons and their audiences.   

Esports and the future of streaming 

Within streaming services, a real-time competitive eSport scene has emerged allowing for competitive gamers to compete to become champions of any given game. Both the gameplay and media content are computer-mediated allowing creators to easily promote and hold digital tournaments online. A recent study on why people watch eSports conducted that; “escaping everyday life, acquiring knowledge from esports, novelty, and the enjoyment of aggression” are the main driving factors for viewing eSports (Hamari & Sjöblom 2017).  Viewers can regularly watch their favorite eSports team or individuals live in competition, whilst simultaneously communicating with other viewers in a text-chat based system. This is important as this direct communication is an important factor for these communities, unlike real world sports, eSport viewers can interact live to each other and from past stream experiences, are more likely to have a personal connection with the professional in play.  

The main difference between eSports and real sports is that eSports generally are computer mediated and occur online (Hamari & Sjöblom 2017). However, both require mental and physical ability to play these games. Professionals in both sports are in the top percent of their ability, and either way it is considered entertaining to watch the skill and professionalism at which they perform. Different communities gathering online to cheer for their favorite eSports player / streamer collaborating and sharing information on the plays and different aspects of the game offers a unique user experience. This large community gathering can be compared to a large physical sport game, where communities all over the globe join in to cheer for their favorite sportsman. However, eSports offers a more ease of access environment – usually free and not region restricted. Nathan Edge evaluates a strong common tie between each sport, entertainment amongst others, is the primary reason why people watch any type of sport, this is achieved in both physical and computer-mediated sports (Edge, 2013).         

Nathan edge (2013) continues to explain four different personas of viewers of eSports. These personas relate to the viewer wanting to gain something from the streamed media; Inspiration, knowledge, entertainment or communal ties. This can be related back to both eSports and general stream viewing, watching a professional practice out of competition is both entertaining and informative. This sharing of information between player and viewer is important for the tight formation of communities within this environment, streamers can facilitate communication and form relationships with viewers. This is a unique attribute to online facilitated live media – there is a strong user – viewer connection and this is one of the primary reasons for the exponential growth of online media.     

Streaming will continue to grow and within a hand full of years, may possibly become one of the largest sources of sporting entertainment. Online events and competitions are becoming more popular and accessible.  The future of cloud gaming is bright, researchers at IEEE believe “richer interactions will emerge among gamers and observers” (Cai et al 2016). With this new technology, it is becoming available for players to directly stream games online, thus not requiring a physical download or copy of a game. Essentially playing a game run on virtual environments in cloud servers across the world. This will reduce the prevalence of cheaters and allow players to play high processing powered games on basic computers and hand held devices. The ability to instantaneously join in on a game with your favorite streamer, tournaments or try new games will only assist the rapid growth of eSports. This will too increase the interactivity between viewer and streamer, as the accessibility grows the easier it will become for streamers to interact and facilitate relationships with their viewers. 

Conclusion  

Through the means of interactive live media, gaming professionals are able to facilitate tight relationships with viewers through constant and instantaneous interactions. Sharing of information and entertainment are the primary interests for viewers. ESports have become one of the most popular media events, attracting millions of unique viewers and allowing different communities to join together and watch their favorite streamer compete in a professional setting online and in person. There is little difference between eSports and physical sports, studies concluding the only difference is that eSports events are computer-mediated. Both sharing common attributes for entertainment. Streaming services offer professional gamers an avenue of revenue while they practice, audiences can support them through donations and subscription services. It is clear online interactive media services allow for tight niche participatory communities; they can foster real emotional connections between users, entertainment, education and an escape from reality.  

References 

Audience. (2017). Retrieved from https://twitchadvertising.tv/audience/ 

Edge, N. (2013). Evolution of the Gaming Experience: Live Video Streaming and the Emergence of a New Web Community. Elon Journal of Undergraduate Research in Communications, 4(2) Retrieved from http://www.inquiriesjournal.com/a?id=821 

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Retrieved from Internet Research, Vol. 27 Issue: 2, pp.211-232. Retrieved from https://doi.org/10.1108/IntR-04-2016-0085 

Hamilton, W. A., Garretson, O., & Kerne, A. (2014, April). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Retrieved from DOI: 10.1145/2556288.2557048 

Parshakov, P., & Zavertiaeva, M. (2014). Success in eSports: Does Country Matter? National Research University Higher School of Economics. doi:https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2662343 

Ridings, C. M., & Gefen, D. (2017, July 17). Virtual Community Attraction: Why People Hang out Online. Journal of Computer-Mediated Communication Vol. 10, Issue 1. Retrieved from https://doi.org/10.1111/j.1083-6101.2004.tb00229.x 

Steinkuehler, C. A., & Williams, D. (2017, July 17). Where Everybody Knows Your (Screen) Name: Online Games as “Third Places”. Retrieved March 31, 2019, from https://doi.org/10.1111/j.1083-6101.2006.00300.x 

Wellman, B., & Gulia, M. (1999). NET SURFERS DON’T RIDE ALONE: VIRTUAL COMMUNITIES AS COMMUNITIES. Retrieved from http://groups.chass.utoronto.ca/netlab/wp-content/uploads/2012/05/Net-Surfers-Dont-Ride-Alone-Virtual-Community-as-Community.pdf 

W. Cai et al., “The Future of Cloud Gaming [Point of View],” in Proceedings of the IEEE,  
vol. 104, no. 4, pp. 687-691, April 2016. 
Retrieved from: doi: 10.1109/JPROC.2016.2539418 

Tables 

Table 1 

Summary on top 500 gamers income 

 Medium 1st  
Quantile 
Median Mean 3rd  
Quantile 
Maximum 
Total Prize 146.9 549.2 7153 2262 2265000 
Online Prize 1208 71.11 2155000 
Offline Prize 53.37 450.6 5946 2000 2265000 

Note:  The summary of top 500 eSport gamers in dollars from 2004 to 2014, nominal prizes are corrected to the correct inflation rate (Parshakov & Zavertiaeva 2014).  

13 thoughts on “Live-stream environments function as a “third place” that affords eSport professionals and viewers alike a strong sense of community where ties and relationships are strengthened by direct interaction and communication through interactive live media.

  1. Hi Matthew, thanks for a very interesting paper. From only watching for seconds at a time over nephews and daughters boyfriends shoulders, I know know what I was watching. I see this culture as a complementary way for, predominantly I presume, males to connect over sport as they historically always have. You led me to further research and
    after a bit of a rabbit hole Google search I noticed of the top 16 streamers only two are female. I am sure female presence in this community will have a similar struggle as physical sports women to be recognised. However, the anonymity of online identity may make it an easier journey.

    Just like all the varying online communities we have been discussing, this community is now not restricted to the geographical or socio-economic boundaries of the individual. Just as a famous musicians fan base can now connect directly online with the the musician via social media so too can these eSport fans. Again, thanks for the education.

    1. Hi Meryl.
      Thank you for reading my paper.
      That is a very interesting area of study. I personally watch female streamers regularly.
      I believe currently it seems this way, as eSports were generally male dominated, however it seems that this gap is closing rapidly. There is now an increasing amount of professional female teams and players.
      There are also other streaming avenues on twitch, not just gaming. “Creative” and “Just Chatting” genres have a rapidly growing female streamer base also.
      However, you give a great point and further research would be needed to see percentages of female presence and the differences between eSports and Real sports.

    2. Hi Meryl,

      I agree that anonymity can be hugely beneficial in allowing marginalised groups of people, however I’ve found it to be somewhat of a double-edged sword at times, as people can use this to harass others in a supposedly open place. Having said that we seem to be at a point now where these people are consistently pointed out for their behaviour, so hopefully things will become even more inclusive from now on.

  2. Hi Matthew, I quite liked this paper and the topics it raises regarding streaming communities, which is something I haven’t really considered before. I enjoyed the comparisons that you made between offline and online or eSports, and how the latter is now being taken seriously and is contributing to the formation of communities, much like offline sports.

    – “This is usually encouraged by the streamer, mixed with the ability to drop in and out of conversations allows for a relaxed yet productive environment”
    I quite liked this point as it’s similar to Twitter in promoting “ambient intimacy between the streamer and viewers”, or allowing people to engage with content that they enjoy and the person making it.
    – “This ability to stream full time allows fans to follow and join the training and event participations the professional takes part in”
    It’s interesting seeing streamers interact with people in real life, which is what makes your point so interesting here, especially with communities surrounding people like Sparkles or Outside Xbox/Xtra.

    I’m in two minds about cloud streaming. I like the idea, but I’m cautious about the logistics. It’s definitely a great way of leveling the playing field (as referred to by Oldenburg, Steinkuehler and Williams), by allowing people access to hardware and software that would normally be difficult to acquire, but I can see how that field could easily be disrupted by an overzealous company or restrictive payment system. It’s also worth mentioning that the digital divide is still a very real issue for many people, so not having access to good internet is problematic.

    I can also see a number of parallels between your paper and mine, and how anonymity might affect eSports and communities. Given a supportive environment where pseudonyms are used it’s likely that trolls and other undesirable people can be filtered out, however I wonder what sorts of impacts might be present if people are allowed to be fully anonymous in the formation of communities, and whether that will unbalance the playing field in third places. What do you think?

    1. Hi Joel, thanks for taking your time to read my paper.

      This was an interesting topic to research, especially contrasting real and eSports.
      I agree, cloud streaming can and probably will have many flaws. Also we must consider the hardware required for servers connected to millions of users, all trying to stream a game at one time would be astronomical!

      To answer you question, i believe anonymity it is an interesting field in eSports. Most players are viewed as their online alias (mostly anonymous) as for real world sports, anonymity is almost impossible. Third places are strongly focused on neutral grounds, conversations and accessibility, i believe total anonymity is usually not a bad trait. However, filter systems must be in place for trolls or users abusing anonymity.

      1. That’s definitely true, the scale for the hardware needed would be mind boggling!

        Online aliases are a good point, especially with things like face reveals etc. I suppose that’s probably the best and worst thing about the Internet, in that it enables some but hinders others in terms of how people interact. I wouldn’t have a clue as to where you’d start in terms of filtering people abusing anonymity.

  3. Hi Mathew,
    I really enjoyed reading your paper. As a mum of two boys who would much rather watch their favourite streamers rather than watching TV I can see how this type of media is growing in popularity. I also think this is a great avenue for people, who may not be able to compete in traditional physical sports, but be able to show off their skills in esports.

    Also I think streamers feel more accessible than other famous people. During streaming feeds they can communicate directly with their fan base which doesn’t happen with other sports stars. I think this all helps people to feel like they are part of the community and that anyone can “make it” or become skilled.

    It is interesting that reality TV feels a little like this. If an everyday person can be come famous then it makes people feel that they can as well. It remind me of the argument between parents and children. When the parent asks ” how can you watch other children on YouTube open toys and play with them all day?” and the counter argument from the child ” the same way you watch reality TV all the time about doing up the house”.

    I think media we consume is changing quite a lot and everyday people are able to now, with relative ease, broadcast the things that are important to them. Only to find out there are so many more people who all share a common interest. I think, like you point out, the elite esport streamers are probably watched so much due to others who have in interest in the game and want to get better using some tips or just because they appreciate the skill and ability of these elite games.

    I wonder if esports unlike physical sports levels the playing field also. In physical sports I would think it would take a certain amount of natural talent or physical attributes (like being tall for basketball) but being on the online world you wouldn’t be limited by this if maybe online basketball was your game? I wonder if this is a drawcard for esports over physical sports?

    1. Thank you for reading my paper.
      The unique communication between eSports stars and the community is why i began to research this topic. It is very different to most other current media.
      I think your contrast between watching other people game and reality TV is great. There is usually no difference, they are both usually consumed for entertainment and educational purposes.
      It is definitely a more level playing field. Although, it still does require you own or have access to fast internet and a computer able to play these games. Frequently in online streams with eSports stars, users ask the streamer how they got so good at their game. The simple reply 99% of the time is, “I just play a lot”. I believe the level playing field is another factor for the growth of eSports, i would enjoy researching this topic more and conducting interviews with eSports professionals to understand how they perceive this playing field.

      1. I totally agree with the hardware expense and just when your system is fast enough there is new technology at play that require your system be upgraded. However this is not different to physical sport which also may require substantial expense for gear and equipment. Also like physical sport, as you point out, elite esport gamers play a lot, in physical sport this is called training and practice. I didn’t really think about bow much alike they are as I think esports often gets seen as “not a real sport” by physical sportsmen. The truth is it probably takes as much money, practice and skill as any physical sport to become and elite esportsman/woman.

    2. Hi MS,

      I really like that you bring up the notion of everyday people becoming famous, and that if they can do it, so can others. I think this is largely attributed to Web 2.0 content sharing platforms such as YouTube, and in this case Twitch.tv.

      With the sheer amount of resources out there regarding equipment, set-up and learning. It is easy for anyone to become a producer of content and get their name out there.

      Also regarding the draw of esports, I think it is enticing because games are like anything, it takes time and you can learn them. Though, while physical attributes may not always be an immediate factor in participating, I think many people underestimate the time these players put into training and becoming skilled enough to go professional. Not to say that’s what you’re saying.

      Cheers,
      Alex

  4. Hi Matthew,

    Funny enough I never thought of the differences between video games and eSports but after reading your paper I did some research and have a much better understating of the two. I have seen this phenomenon on television shows but did not think twice about it but I am amazed to find its size, the leagues, the events, the community of people that get involved. One point that I did find was about the growth in South Korea related to the expansion of broadband internet so it seems to me that these streaming services grow in countries as the broadband availability grows in the country. Based on that how are they in Australia as broadband gets a bit better people tend to stream videos and games so I assume eSports growth will be or is big hear already?

    Thanks for the paper it piqued my interest to look further.

    1. Thanks for reading my paper, Graeme.
      Yes, this industry is booming currently. During my research, it was very clear that streaming and eSports is growing rapidly in every country. From my knowlege, eSports and streaming in Australia isn’t as big as most European or Asian countries. This could definitely be a side affect of our generally poor internet. In the past, i have personally wanted to stream a game on twitch, however i wasnt able to stream in HD quality because of the speed of my internet.

      If you are interested in viewing the current earnings of some professional eSport players, https://www.esportsearnings.com/players is a great recourse.
      Or another recourse for estimated incomes of Twitch streamers, can be found here, https://www.thegamer.com/twitch-streamers-top-worth/

  5. Hi Matthew,

    I have been thinking further about your paper and the information I gathered within. I have been contemplative about how this particular community monetises its membership. It is in kind a meritocracy. This is very different from the communities I studied in my paper which were for the greater good of each community and not the monetary benefit of a few. I suppose, the Instagram communities businesses are building for surreptitious marketing are also monetising community. This is is a different kind of motivation for community building/enriching and a study for another time.

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