{"id":178,"date":"2019-04-26T23:43:29","date_gmt":"2019-04-26T15:43:29","guid":{"rendered":"https:\/\/networkconference.netstudies.org\/2019Open\/?p=178"},"modified":"2019-04-26T23:43:29","modified_gmt":"2019-04-26T15:43:29","slug":"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-interacti","status":"publish","type":"post","link":"https:\/\/networkconference.netstudies.org\/2019Open\/2019\/04\/26\/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-interacti\/","title":{"rendered":"Live-stream environments function as a &#8220;third place&#8221; 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."},"content":{"rendered":"\n<p>\u200bAbstract&nbsp;<\/p>\n\n\n\n<p>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&nbsp;and supports&nbsp;avenues fans&nbsp;have to&nbsp;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.&nbsp;<\/p>\n\n\n\n<p><em>Keywords<\/em>:&nbsp; Videogames; online communities; live streaming; Twitch; eSports&nbsp;<\/p>\n\n\n\n<p>&nbsp;Gamers tightening online communities through live media&nbsp;<\/p>\n\n\n\n<p>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).&nbsp;A broadcaster&#8217;s viewership can vary between 0 viewers to over 100,000 live viewers. Users&nbsp;are able to&nbsp;directly and instantaneously connect with gaming professionals through live media, unlike physical sports where fan \u2013 professional communications are usually very limited.&nbsp; Online media environments act as a third place for like-minded users and broadcasters to bond and connect with&nbsp;others of&nbsp;similar interests via informal chat.&nbsp;Barry William&nbsp;&amp;&nbsp;Milena&nbsp;Guilias&nbsp;(1999) adhere to these online participatory communities by emphasizing how \u201chomogenous interests\u201d 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.&nbsp;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.&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>Online live media fostering a strong sense of community<\/strong>&nbsp;<\/p>\n\n\n\n<p>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 &amp; Gefen 2017).&nbsp;&nbsp;<\/p>\n\n\n\n<p>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 &amp; Kern 2014). In reference to the online world Steinkuehler &amp; Williams (2017) characterize the importance of anonymity online, it is referred to as a \u201csafe haven\u201d for a person to escape the \u201cbrick-and-mortar&#8221; reality. A person is able to log-in and out whenever they want, usually there is no contract or requirement to play \u2013 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&#8217;s social sphere; streaming services offer a strong backbone for communities to flourish as well as a means of communication opportunities between likeminded individuals.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>Methods of interactivity<\/strong><strong>&nbsp;within a streaming environment.<\/strong>&nbsp;<\/p>\n\n\n\n<p>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.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p style=\"text-align:center\"><strong>Support&nbsp;<\/strong><strong>and communication&nbsp;<\/strong><strong>methods.<\/strong>&nbsp;<\/p>\n\n\n\n<p>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.&nbsp;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.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p>This ability to stream full time allows fans to follow and join the training and event&nbsp;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.&nbsp;Participatory communities&nbsp;(Hamilton, Garretson &amp; Kern 2014)&nbsp;are defined as a community evolved around user interactions&nbsp;and connections. With a mix of video and text communication methods, this type of community has flourished. ESport professionals facilitate these&nbsp;participatory communities via regular, meaningful communications and interactions. Online streaming services follow the study of Barry Wellman &amp; Milena&nbsp;Gulias&nbsp;(1999) implying that online social medias not only supply entertainment, but also \u201cprovide companionship, social support, information and a sense of belonging\u201d. This unique&nbsp;participatory community allows for the flourish of meaningful interactions between professional eSports persons and their audiences.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>Esports and the future of streaming<\/strong>&nbsp;<\/p>\n\n\n\n<p>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; \u201cescaping everyday life, acquiring knowledge from esports, novelty, and the enjoyment of aggression\u201d&nbsp;are the main driving factors for viewing eSports (Hamari&nbsp;&amp;&nbsp;Sj\u00f6blom&nbsp;2017).&nbsp; 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.&nbsp;&nbsp;<\/p>\n\n\n\n<p>The main difference between eSports and real sports is that eSports generally are computer mediated and occur online&nbsp;(Hamari&nbsp;&amp;&nbsp;Sj\u00f6blom&nbsp;2017). However, both require mental and physical ability to play these games. Professionals in both sports are in the top&nbsp;percent&nbsp;of&nbsp;their&nbsp;ability, and either way it is&nbsp;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&nbsp;offers a unique user experience.&nbsp;This large community gathering can be compared to a&nbsp;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 \u2013 usually free and not region restricted. Nathan Edge evaluates a strong common tie between each sport, entertainment&nbsp;amongst others, is the primary reason why people watch any type of sport, this is achieved in both physical and computer-mediated sports&nbsp;(Edge, 2013).&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p>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 \u2013 there is a strong user \u2013 viewer connection and this is one of the primary reasons for the exponential growth of online media.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p>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.&nbsp; The future of cloud gaming is bright,&nbsp;researchers at IEEE believe&nbsp;\u201cricher interactions will emerge among gamers and observers\u201d&nbsp;(Cai&nbsp;<em>et al<\/em><em>&nbsp;<\/em>2016). With this new technology, it is&nbsp;becoming available for players to directly stream games online,&nbsp;thus not requiring&nbsp;a physical download or copy of a game. Essentially playing a game run on virtual environments in&nbsp;cloud&nbsp;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.&nbsp;<\/p>\n\n\n\n<p><strong>Conclusion&nbsp;<\/strong>&nbsp;<\/p>\n\n\n\n<p>Through the means of interactive live media, gaming professionals&nbsp;are able to&nbsp;facilitate tight relationships with viewers through constant and instantaneous interactions. Sharing of information and entertainment are the primary interests for viewers.&nbsp;ESports&nbsp;have become one of the most popular media events, attracting millions of unique viewers and allowing different communities to&nbsp;join together&nbsp;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&nbsp;common attributes for entertainment.&nbsp;Streaming&nbsp;services offer professional gamers an avenue of revenue while they practice,&nbsp;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.&nbsp;&nbsp;<\/p>\n\n\n\n<p>References&nbsp;<\/p>\n\n\n\n<p>Audience. (2017). Retrieved from https:\/\/twitchadvertising.tv\/audience\/&nbsp;<\/p>\n\n\n\n<p>Edge, N. (2013). Evolution of the Gaming Experience: Live Video Streaming and the Emergence of a New Web Community.<em>&nbsp;<\/em><em>Elon Journal of Undergraduate Research in Communications<\/em>, 4(2)&nbsp;Retrieved from&nbsp;<a href=\"http:\/\/www.inquiriesjournal.com\/a?id=821\" target=\"_blank\" rel=\"noreferrer noopener\">http:\/\/www.inquiriesjournal.com\/a?id=821<\/a>&nbsp;<\/p>\n\n\n\n<p>Hamari, J., &amp;&nbsp;Sj\u00f6blom, M. (2017). What is eSports and why do people watch it? Retrieved from&nbsp;Internet Research, Vol. 27 Issue: 2, pp.211-232. Retrieved from&nbsp;<a href=\"https:\/\/doi.org\/10.1108\/IntR-04-2016-0085\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1108\/IntR-04-2016-0085<\/a>&nbsp;<\/p>\n\n\n\n<p>Hamilton, W. A., Garretson, O., &amp; Kerne, A. (2014, April). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Retrieved from DOI: 10.1145\/2556288.2557048&nbsp;<\/p>\n\n\n\n<p>Parshakov, P., &amp;&nbsp;Zavertiaeva, M. (2014).&nbsp;Success in eSports: Does Country Matter?&nbsp;National Research University Higher School of Economics.&nbsp;doi:https:\/\/papers.ssrn.com\/sol3\/papers.cfm?abstract_id=2662343&nbsp;<\/p>\n\n\n\n<p>Ridings, C. M., &amp; Gefen, D. (2017, July 17). Virtual Community Attraction: Why People Hang out Online. Journal of Computer-Mediated Communication Vol.&nbsp;10, Issue 1. Retrieved from&nbsp;<a href=\"https:\/\/doi.org\/10.1111\/j.1083-6101.2004.tb00229.x\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1111\/j.1083-6101.2004.tb00229.x<\/a>&nbsp;<\/p>\n\n\n\n<p>Steinkuehler, C. A., &amp; Williams, D. (2017, July 17). Where Everybody Knows Your (Screen) Name: Online Games as &#8220;Third Places&#8221;. Retrieved March 31, 2019, from&nbsp;<a href=\"https:\/\/doi.org\/10.1111\/j.1083-6101.2006.00300.x\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1111\/j.1083-6101.2006.00300.x<\/a>&nbsp;<\/p>\n\n\n\n<p>Wellman, B., &amp;&nbsp;Gulia, M. (1999). NET SURFERS DON&#8217;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&nbsp;<\/p>\n\n\n\n<p>W. Cai&nbsp;<em>et al<\/em>., &#8220;The Future of Cloud Gaming [Point of View],&#8221; in&nbsp;<em>Proceedings of the IEEE<\/em>,&nbsp;&nbsp;<br>vol. 104, no. 4, pp. 687-691, April 2016.&nbsp;<br>Retrieved from:&nbsp;doi: 10.1109\/JPROC.2016.2539418&nbsp;<\/p>\n\n\n\n<p>Tables&nbsp;<\/p>\n\n\n\n<p>Table 1&nbsp;<\/p>\n\n\n\n<p>Summary on top 500 gamers income&nbsp;<\/p>\n\n\n\n<table class=\"wp-block-table\"><tbody><tr><td>&nbsp;<\/td><td>Medium&nbsp;<\/td><td>1<sup>st<\/sup>&nbsp;&nbsp;<br>Quantile&nbsp;<\/td><td>Median&nbsp;<\/td><td>Mean&nbsp;<\/td><td>3<sup>rd<\/sup>&nbsp;&nbsp;<br>Quantile&nbsp;<\/td><td>Maximum&nbsp;<\/td><\/tr><tr><td>Total Prize&nbsp;<\/td><td>0&nbsp;<\/td><td>146.9&nbsp;<\/td><td>549.2&nbsp;<\/td><td>7153&nbsp;<\/td><td>2262&nbsp;<\/td><td>2265000&nbsp;<\/td><\/tr><tr><td>Online Prize&nbsp;<\/td><td>0&nbsp;<\/td><td>0&nbsp;<\/td><td>0&nbsp;<\/td><td>1208&nbsp;<\/td><td>71.11&nbsp;<\/td><td>2155000&nbsp;<\/td><\/tr><tr><td>Offline Prize&nbsp;<\/td><td>0&nbsp;<\/td><td>53.37&nbsp;<\/td><td>450.6&nbsp;<\/td><td>5946&nbsp;<\/td><td>2000&nbsp;<\/td><td>2265000&nbsp;<\/td><\/tr><\/tbody><\/table>\n\n\n\n<p><em>Note<\/em>:&nbsp; The summary of top 500 eSport gamers&nbsp;in dollars&nbsp;from 2004 to 2014, nominal prizes are corrected to the correct inflation rate (Parshakov&nbsp;&amp;&nbsp;Zavertiaeva&nbsp;2014).&nbsp;&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u200bAbstract&nbsp; 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&hellip; <a href=\"https:\/\/networkconference.netstudies.org\/2019Open\/2019\/04\/26\/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-interacti\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Live-stream environments function as a &#8220;third place&#8221; 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.<\/span><\/a><\/p>\n","protected":false},"author":39,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[93,91,22,92,90],"class_list":["post-178","post","type-post","status-publish","format-standard","hentry","category-gaming","tag-esports","tag-live-stream","tag-online-communities","tag-twitch","tag-videogames"],"_links":{"self":[{"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/posts\/178","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/users\/39"}],"replies":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/comments?post=178"}],"version-history":[{"count":2,"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/posts\/178\/revisions"}],"predecessor-version":[{"id":180,"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/posts\/178\/revisions\/180"}],"wp:attachment":[{"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/media?parent=178"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/categories?post=178"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Open\/wp-json\/wp\/v2\/tags?post=178"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}