Abstract

As online platforms are constantly being created and utilised globally, their ability to foster meaningful communities has become stronger points of discussion due to their ability to enhance, and in some cases become place holders for real life communities. This tendency to attract, build and maintain various communities can be attributed to the characteristic of ‘third places’, an idea coined by Ray Oldenburg, present in many online platforms. These third places are what Oldernburg believed to be integral in building communities, and their characteristics can be identified among many of the widely accessible social platforms we have today. In this paper, we will be exploring how the platform Twitch, being at the forefront of live-streaming content, is a prime example of a third place by comparing the core characteristics of both, and reveal their striking similarities as well as the slight adaptations that have had to occur due to the change in context.

 

What is community and what is Twitch?

When dissecting the discourse on communities In Real Life (IRL) compared to their virtual and online counterparts, the definition of community seems to have shifted and evolved overtime. The legitimacy of virtual communities have been put into question, some stating that this is the decline of “real” relationships and community (Dotson, 2017). The definition we will approach our discussion with will be contextualised in Ray Oldenburg’s idea of the ‘Third Place’, mentioned in his 1999 book, The Great Good Place: Cafes, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community. Oldenburg discusses the 3 ‘places’ of life, the first being the Home (Domestic), the second the Workplace (Productive), and finally the third place (Public or social places). He believes that the third place is the basis of forming communities. Third places are public places, accessible to anyone, that promotes conversation and sociability as a means to maintain community (Oldenburg, 1999). Whilst Oldenburg wrote the idea using examples of physical spaces, it wasn’t long before the characteristics of third places could be seen in the emerging online space (Hamilton et al., 2014). One of the online platforms that we will be focusing on in this paper is the American streaming service, Twitch.tv. Twitch initially started out as a way for people in the gaming community to share live footage of them playing video games, while people could tune in and could use an Internet Relay Chat (IRC) system to comment in real time (Devlin, 2017). The site eventually expanded beyond gaming and now includes music, art, cooking and its largest category, IRL streaming, which all together encapsulates an endless variety of content (Perry, 2020). Within and across these growing areas of Twitch, we can see strong communities emerging and collaborating, further legitimising the function of online communities as third places.

 

The Importance of Twitch in the Gaming Community

The discussion on Twitch as the cluster of communities it is now,  should always start with its original and strongest community, the gaming community. Justin Kan and Emmett Shear were among the key founders of Twitch, originally named Justin.tv which was a platform that allowed users to live broadcast a variety of content, named after Justin Kan (Sydell, 2007). Justin.tv was launched in 2007, with Twitch later being released in 2011 as a spin-off platform focused on gaming. This spin-off proved immensely popular that in August 5, 2014, Justin.tv was discontinued in favour of focusing resources towards Twitch (Kumparak, 2014)

 

It was apparent early on that Twitch was very attractive to the gaming community and its characteristics that it shared with third places was one of the many reasons why. Firstly, the gaming community that already existed, whether it be first person shooters like CS:GO or Call of Duty, or MOBAs (Multiplayer Online Battle Arena) like League of Legends or Dota 2, already had huge followings. Watching your favourite games being played by someone else wasn’t a new concept. The rise of the “Let’s Play” genre popularised by YouTube channels like PewDiePie, showed video game playthroughs accompanied by commentary and a camera to capture the player’s reactions, an almost identical format as live-streaming on Twitch. Competitive gaming within esports also garnered huge viewerships, such as The International world championship for the video game Dota 2, which in 2021 reached a peak viewership of 2.7 million, with a $40 million prize pool (Daniels, 2021). The sheer numbers can be seen as a reflection on the magnitude of the audiences that support these events, games and players, showing that video games can and should be taken as seriously as real sports. 

 

One of the biggest capabilities that Twitch live-streaming brought, that set it apart from just watching a Let’s Play on YouTube or a live esports event, was the fact that it was a self-hosted program by the person playing the game. The mix of high fidelity (video and graphic overlays) with low fidelity (IRC chat) media created a dynamic and interactive environment and also fostered sociability and in turn, community building (Hamilton et al., 2014).

 

Similarities between Twitch the Third Place

Being described as a “participatory community” by Hamilton et al. in their 2014 paper, Twitch live streaming in and of itself was a gateway for people all over the world to be involved in an interactive and social environment, connecting over video games. Oldenburg outlines characteristics of the third place, explaining why communities are so readily formed and maintained within third places, which are characteristics strongly present on Twitch (Oldenburg, 1999) (Hamilton et al., 2014). Not all characteristics are absolutely aligned with, which emphasises the platform’s uniqueness and variety in its communities.

 

A third place should be a place where no one feels obliged to be there, where they do not feel the need to assume any positions of power and can simply join or leave at will. Being a streaming service, Twitch does its best to recommend streamers it thinks its users like, as well as encouraging them to explore its categories and streamers (Stephen, 2020). This explorative nature therefore does not pressure users to stay at a particular stream or watch a certain style of stream. This is important in creating a sense of community as it really is up to the user whether they participate or not.

 

A place that acts as a leveller creates a space of inclusivity, placing emphasis on an individual’s personality and not on their demographic (race, gender, religion etc.) (Oldenburg, 1999). This is crucial in creating a space of comfort and trust as it allows people to further express themselves without the fear of discrimination and unfair treatment. As a viewer on Twitch, users are already on the same level as the majority of the other viewers, as well as chatting in the stream, users are at a base level, limited to typing and sending emoticons just as everyone else. 

 

One of the essential elements of a Twitch live-stream is the chat that allows viewers to not only talk amongst themselves but also directly communicate with the streamer. The Internet Relay Chat (IRC) resides along the side of the stream window (or often time as part of the actual stream as an overlay), which allows for viewers to feel more involved with the stream as they spam emotes and messages as a reaction to something happening in stream, or as a chance to catch the attention of the streamer. One might not view the messages sent in chat as real “conversations” as the messages are often one sided, too short to form coherent sentences, or the flow of messages too overwhelming. However the conversation is oftentimes a back and forth between chat as a separate body, and the streamer, with initiation starting from either side. This dynamic also greatly depends on the size of the viewership. Entering a chat with around under 20 views, viewing messages and engaging in conversations between individuals can be quite manageable for the streamer. When viewership reaches to the tens of thousands and beyond, conversing with chat becomes more about reading the common, overwhelming responses, where the chat almost assumes a single ‘voice’ through the spamming of copy and pasted reponses and emotes (Mäkynen, 2020). This slightly varies between the third places Oldenburg was describing attendees to converse with each other, rather than collectively with another body, but despite this, lively streams have the common factor of conversation between the chat and streamer as core to the broadcast experience (Mäkynen, 2020).

 

For any third place, and especially for a streamer, ease of access to the space is a crucial aspect. Much like achieving a neutral ground, a third place should be easy to enter and also leave, and is accommodating to a person’s interests and preferences, providing a relaxed, sociable environment (Oldenburg, 1999). Being a free to access online platform, Twitch is essentially available to anyone with an internet connection, with variable resolutions allowing even someone with a slow connection speed to view. For there to be adequate interaction and socialising between persons, the place should be open for a long enough time, and regular enough intervals (Oldenburg, 1999). Twitch has an inbuilt scheduler for streamers, allowing them to not only stay consistent with their broadcasts, but provide an expected time for viewers to tune in, making it easier for them to watch and interact with other regular viewers. Streamers tend to be live for many hours at a time, with the typical broadcast lasting 3-6 hours (Emergence, 2020). Number ranked streamer XQCOW streams on average 9+ hours a day almost 7 days a week, with some streams lasting the entire day (XQcOW – Streamer Overview & Stats, n.d.). It is no surprise that he has one of the largest viewership on the platform as his stream and community are so readily accessible by being active so frequently.

 

When choosing which Twitch stream users want, finding what is personally interesting through the help of categories and tags, make it simpler for users to find content that resonates with them. The government enforced lockdowns during the COVID-19 pandemic has shown an increase in the amount of online media being consumed, including live-streamed content (Narassiguin & Garnès, 2020). Finding that sense of social interaction and community is something that Twitch streamers are seeking just as much as viewers, as was identified by the interviews of streamers and viewers, conducted by Hamilton et al. (2014). The interviews were clear in revealing that viewers can generally identify with the streamers they watch, and this familiarity can deliver the feeling of “a home away from home”, especially when exposed to regularly. These feelings would be reciprocated by the streamer as they put in effort to maintain this sense of congeniality and fellowship through shared experience and interactivity (Hamilton et al., 2014)

 

Regulars play very important roles in a third place. People who, as the name suggests, frequent the space, so in the case of Twitch regular viewers who most likely follow, and in some cases have subscribed to the streamer. Regulars are crucial for setting the tone of the space, and are the ones to introduce and accommodate newcomers to the space (Oldenburg, 1999). Twitch streamer communities can in fact be identified by their chat, not only in the way they speak but by the unique emoticons that can be unlocked from different streams (Mäkynen, 2020).  

 

Evolution and Expansion of the Twitch Community

Browsing through the number of streamers on Twitch, users would see that the platform now caters to a much larger variety of audiences, and that gaming communities are not the only ones present on the platform. In fact, to hark back to the Justin.TV platform where co-founder Justin Kan would have 24/7 broadcasts of his life, IRL streaming has become one of the largest categories on Twitch (Sydell, 2007) (Belous, 2021).

 

The plethora of micro communities on Twitch, if we consider each streamer to have their own community, displays a set of diverse but fragmented communities. The increasing collaboration between streamers then creates larger, dominant communities as they overlap and combine. An excellent physical representation of this is the “Twitch Atlas” created by user Kgersh on Reddit, who gathered the data on thousands of the top streamers and their viewerships, mapping their viewing behaviour algorithmically mapping communities and their overlaps (Gershenfeld, 2020)

 

Figure 1

 

Twitch Community Size and Overlap Mapped, July 2021

Note. From Twitch Atlas Vol. 3 [Reddit Post], by user Kgersh, 2020 (https://www.reddit.com/r/LivestreamFail/comments/mu8nyp/twitch_atlas_vol_3/

 

Each community is colour coded, their size representing the size of their viewership and the thickness of the lines connecting each streamer representing the size of audience that they share. 

 

It is widely common that a Twitch streamer’s community exists beyond the confines of the platform, with a lot of their growth coming from promoting and communicating on other social media platforms such as Instagram, Twitter and YouTube (Stephenson, 2020). More recently, Discord servers have become effective tools for streamers to communicate and foster their communities. Discord allows for not only text and media sharing but voice and video calling, providing many avenues for interaction between viewers of a fanbase. This is one of the practical ways that viewers can grow and connect within the community outside of an actual Twitch live-stream (Kowert & Daniel, 2021).

 

Conclusion

It is clear that just through browsing Twitch, there are many streamers, and even more viewers on the platform looking for connection and community, whether it be large or small. The many characteristics defining a third place can be found in the communities and broadcasts that populate the platform. Whilst certain dynamics may vary from their physical counterparts, the many wants and needs that third places provide are achieved in Twitch broadcasts between viewers and streamers, such as acting as a home away from home, providing safe and comfortable spaces to converse with like minded people and just find a place to belong. The ability to engage and then grow the already massive gaming community further proves Twitch’s inherent function to foster and maintain communities.

 

References

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Daniels, T. (2021, November 12). Esports viewership breakdown with Esports Charts: October 2021. Esports Insider. https://esportsinsider.com/2021/11/esports-viewership-breakdown-with-esports-charts-october-2021/

Devlin, B. (2017, August 11). How Twitch and Streaming Have Changed Video Games for Good. MUO. https://www.makeuseof.com/tag/twitch-streaming-change-video-games/

Dotson, T. (2017). Technically Together: Reconstructing Community in a Networked World. MIT Press.

Emergence. (2020, May 14). When Is The Best Time To Stream On Twitch? The Emergence. https://theemergence.co.uk/when-is-the-best-time-to-stream-on-twitch/

Gershenfeld, K. (2020, December 28). Insights from Visualizing Public Data on Twitch. Medium. https://towardsdatascience.com/insights-from-visualizing-public-data-on-twitch-a73304a1b3eb

Gershenfeld, K. (2020, December 28). Twitch Atlas Vol. 6. Medium. https://towardsdatascience.com/insights-from-visualizing-public-data-on-twitch-a73304a1b3eb

Gough, C. (2021, September 12). DOTA 2 The International prize pool 2021. Statista. https://www.statista.com/statistics/749033/dota-2-championships-prize-pool/

Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: Fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1315–1324. https://doi.org/10.1145/2556288.2557048

Herby. (2019, February 1). The Evolution of Twitch Streaming. Medium. https://medium.com/@hnguye74/the-evolution-of-twitch-streaming-d5b28f1fd87c

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Kowert, R., & Daniel, E. (2021). The one-and-a-half sided parasocial relationship: The curious case of live streaming. Computers in Human Behavior Reports, 4, 100150. https://doi.org/10.1016/j.chbr.2021.100150

Kumparak, G. (2014, June 8). Justin.tv Shuts Down To Let The Company Focus On Twitch. TechCrunch. https://social.techcrunch.com/2014/08/05/justin-tv-shuts-down-to-let-the-company-focus-on-twitch/

Mäkynen, J. (2020). Loudest voice in the room: The streamer effect on Twitch chat communication. https://jyx.jyu.fi/handle/123456789/72862

Narassiguin, A., & Garnès, V. (2020). The influence of COVID-19 on Twitch audience: How lockdown measures affect live streaming usage? Online]. Disponibile a: Https://Upfluence-Common. S3. Amazonaws. Com/Covid19_Twitch. Pdf.

Oldenburg, R. (1999). The Great Good Place: Cafes, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community (3rd edition). Marlowe & Company. https://canvas.harvard.edu/files/1085417/download?download_frd=1&verifier=o9y8EiLcwZDn7VUMVsmwE4m4yvS1Arlxut85ghjp

Perry, E. (2020, February 25). How Twitch is Defining the Future of IRL Streaming. Social Media Week. https://socialmediaweek.org/blog/2020/02/how-twitch-is-defining-the-future-of-irl-streaming/

Stephen, B. (2020, March 19). Twitch’s recommendations have changed for the better. The Verge. https://www.theverge.com/2020/3/19/21186827/twitch-recommendations-deep-learning-channels-verrilli-experience

Stephenson, B. (2020, December 30). How Successful Creators Use Social Media to Promote Their Streams. Medium. https://blog.streamelements.com/how-successful-creators-use-social-media-to-promote-their-streams-231ba566ac

Sydell, L. (2007, April 11). Live From San Francisco, It’s Justin Kan’s Life. NPR. https://www.npr.org/templates/story/story.php?storyId=9516623

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16 thoughts on “Twitch as the Third Place: How Twitch Fosters Communities Through Live-Streaming

  1. Andrea Dodo-Balu says:

    Good to see your paper posted here Alleyne. What do you think could be the main applications of Twitch beyond entertainment and a feeling of belonging in a community ? For example, to what extent is it being used for political, educational, or advocacy purposes?
    Andrea

    • Alleyne Aviles says:

      Great question Andrea!
      I’m aware my focus was quite narrow in my paper as I only mentioned gaming and entertainment, seeing as that is its major target audience. However there are examples of all the content varieties you suggested on the platform: political, educational and advocacy purposes, with political and educational streams becoming their own categories due to a rising popularity. HealthyGamer GG is a Twitch channel with more than 500 thousand followers that started out as a platform that supported gamers with mental health related issues. Presented by Dr. Alok Kanojia (Known as Dr. K), a Psychiatrist graduate from Harvard University, his Twitch streams aim to educate its viewers covering a range of mental health topics, generally relating to the gaming community, using scientific based research. There are regular segments where users will post questions from the community Reddit page and Dr. K can give in depth answers. Popularity of the stream continually gains more traction as Dr. K interviews other well known streamers and discusses any topics they’d like, generally relating to mental health. More information about HealthyGamer GG here: https://www.healthygamer.gg/about-us

      Political streams now have their own category under Politics. The way political current affairs are broken down is in an entirely different approach than traditional news outlets, albeit with slightly less regulations than national TV. Streamer Hasan Piker, known as HasanAbi known for his left wing politics, averages 30 000 viewers per stream in what is essentially a form of a talk show and podcast combined. Being able to watch, react and comment on political news and topics in real time provide a dynamic environment for discussion and allow the chat to participate in said discussions. A link to his Twitch channel here: https://www.twitch.tv/hasanabi

      While advocacy seems to cover quite a broad definition, there are a handful of nature conservatory streams that advocate for nature and animal preservation. Maya Higa is a streamer with 670 thousand followers that as well as doing Just Chatting streams at her desktop, she also runs an animal sanctuary which has its own dedicated streams. Maya takes the viewers with her to feed and maintain the animals around the property, as well as more one on one streams with the animals where she can showcase and educate viewers about them. There have been multiple charity streams that have raised money to continue to maintain her sanctuaries as well as funding wildlife protection organisations. A link to her Twitch channel and sanctuary website here: https://www.twitch.tv/maya and https://www.alveussanctuary.org/about-maya/

      So as you can see, the ability to stream yourself has really unlocked endless possibilities on the platform, bypassing the many restrictions of traditional media and providing innovative ways to entertain, educate, advocate and discuss for a new generation!

      • Andrea Dodo-Balu says:

        Thanks for a great, in-depth reply Alleyne. Some great examples here which show the diverse potential of the platform!
        Andrea

  2. Raymond Louey says:

    Hi Alleyne,
    You have done a good job deconstructing Twitch, thanks for the interesting read.
    In regards to being a leveler, Twitch does offer methods to provide financial support and community members can be identified based on how much they contribute. Some channels, especially the larger ones seem to have developed a pseudo-class structure, with big donors or long term subscribers given special privileges. You can’t really blame the streamers, these people are providing financial support so its natural to cater to them first. But I think this leaves newcomers or those who can not financially contribute struggling to feel included. Do you think the donation mechanics affect your assessment of Twitch as a third space?

    • Alleyne Aviles says:

      Thanks Raymond! I appreciate you reading my paper.
      With regards to the financial aspect of Twitch, it was an aspect that I was definitely struggling with, trying to find the extent that it perverted the terms of a third place. In reality, I should have been more transparent about its role in the Twitch architecture as it can heavily influence the user experience. To further your point, there are some Twitch chats that are only open to paid subscribers, which goes directly against the idea of a third place!

      I would like to say though that for a majority of streams, the chat mechanic is still widely available to viewers, and user identification through badge stickers is of more importance to the streamer than between users. The financial support and perks from doing so, from a user perspective, seem to only deepen their connection to the community, being able to communicate more directly with the streamer, influence the stream as well as publicly display their support through special emotes and username badges. I believe that with the plethora of streams that can be effortlessly explored and communities available, the monetary aspect actually allows users to make meaningful decisions and invest in communities. This continued participation is what builds connection to the community and I think the initial contact of users to the stream is what is most akin to the characteristics of a third place, as that experience of watching a brand new stream is essentially the same process for all viewers.

      I definitely agree though that there are moments in the Twitch user experience that seem a little out of the confines of what is considered a third place, but I believe that those aspects that make Twitch a business, are also what allow users to feel a stronger connection and belonging to the community.

      • Stephen Mccluskey says:

        Hey Alleyne,
        I really enjoyed reading your paper and too believe that twitch is the most befitting of the third place; but I do think that, like Raymond said and you answered that “Twitch [is] a business” at it’s core. I’m curious as to your thoughts as to whether the business incentives of popularity and monetary gain would become a greater driving force for future streamers, rather than the sense of community the streamer provides for their viewers? Or to put it in better words, As Twitch grows and expands, do you think it would fall more into the second space of business/work?

        thank you for the great piece!
        Stephen

        • Alleyne Aviles says:

          Hey Stephen,
          those are some very valid concerns however I think there are some perspectives that need to be considered. Firstly, if comparing Twitch as a virtual space to a physical third space like what Oldenburg discussed, it is the experience of the viewers/patrons of the stream/establishment that is considered when looking at third place characteristics, not the workers there. From the perspective of a successful Twitch streamer, or from those looking to Twitch as a source of income, then it would quite simply be considered as a second place for them. The crux is that successful Twitch streamers are generally the ones that know how to facilitate and foster a community around their brand and image, so in as much as there may be a business incentive, community is a large part of their success! This is even without considering those who just stream purely for fun and are content with whatever community they can build and not so much creating an empire, but I still haven’t thought too much about that aspect haha. Hopefully that all made sense and I appreciate the read and comment!

          Alleyne

  3. Jake Rachwalski says:

    Hi, I enjoyed reading through this post and wanted to note/ask a couple of things. It seems in such a short period of time Twitch, as well as the video gaming community generally, has developed rapidly with the growing popularity of E-Sport, PewDiPie as probably the most well known personality on YouTube, do you think there is still more room for growth? And if so where? Will there be further competition to Twitch besides YouTube? Are there any further enhancements that can be made in order to grow and nurse the communities on its platform?

  4. The overall structure, operational ideas, and community classification of Twitch you analyzed are very thorough.
    Does your article suggest that Twitch will become a new online community?
    I also mentioned live broadcasting in my article. It is about the contribution of platform live broadcasting to the real society. Do you think Twitch can become a platform for the whole people, and will it have an impact on politics and business in the future?
    My articles I hope you will be interested in:
    https://networkconference.netstudies.org/2022/csm/796/douyin-platform-plays-an-active-role-in-poverty-alleviation-in-society/

    • Alleyne Aviles says:

      Hey Xi,
      Those are definitely loaded questions and honestly, for the future of Twitch, it really could go anywhere couldn’t it? I think its impact on politics and business are already evident. Firstly, the entire dynamic of self-employment on such a large scale is already causing that paradigm shift, and Twitch has played a significant role in that, as every top streamer essentially started as an independent content creator with a computer and camera. Its influence on politics is also evident, as I stated in my response to Andrea Dodo-Ablue above, as political streamers are now commonplace on the platform, with the top political streamers receiving tens of thousands of views per stream. My article is definitely stating that Twitch has not only created multiple online communities, but meta-structures of communities that are intertwined not only within the platform, but that reach out to other social media.

      Thanks for the comment and also for the link to you paper, I’ll definitely give it a read!

      Thanks,
      Alleyne

  5. Benjamin Scott says:

    Hi Alleyne,

    I really enjoyed reading this paper, and I also wrote about something similar. Your paper did really well to illustrate the connections between communities that happen on Twitch, and how intertwined the platform is as a whole, not just on an individual streamers level. I think that Twitch is possibly the best example of community in social media, and with the platforms recent growth during the pandemic it has proven that it has capabilities beyond just gaming communities.
    With subscriptions and providing monetary benefits from viewer to streamers, I think its worth considering how much a subscription badge in front of a viewers name in chat influences their position in the hierarchy of that community. Do you think that those who are subscribed for longer tend to get added benefits in terms of being noticed and accepted by that community, and does the fact that badges can display the length of time that a user has been subscribed also make people who might be new to that community view them as more important than themselves? You could even extend this question to those with moderator permissions. How much does status and the generosity of individual viewers effect their appearance, particularly to new viewers and the streamer.

    Thanks,
    Ben

    • Alleyne Aviles says:

      Hey Ben, appreciate the read and comment, and I totally understand how these Twitch features can be seen as barriers to newcomers.
      Drawing on my response to Raymond who had a very similar question, I’d like to think that the badges and even the emotes that users acquire, play larger roles in the relationship between streamer and viewer rather than between viewers. From the perspective of the user, being able to publicly express their status as a dedicated viewer would most likely mean a lot to them and to the streamer (more to the viewer if we’re being honest. Look up parasocial relationships), however I doubt that seeing highly dedicated viewers in a chat would steer newcomers away as the most common perks given to subscribers are custom emotes, but no added perks for being subscribed for longer. Newcomers are still able to use chat just like every other viewer (this is obviously not true for subscriber only chats), and if anything, seeing more viewers that have been subscribed for longer is more an indicator of the quality of the stream. The question of moderators I wouldn’t think as intimidating either, just as in any public establishment, there are those there that are given the responsibility of enforcing the rules and regulations, and Twitch streams are no different. It is very common for the channel descriptions to include the stream rules such as no homophobia, racism, self advertising, doxxing etc. and moderators are tasked with moderating the chat. There is an argument for a hierarchy present in Twitch streams, however the actual structure of this hierarchy seems to be very weak and for the average viewer, it doesn’t seem to affect the actual user experience other than making the chat more colourful haha. All these factors would vary though depending on the size of the stream, as for some streams, the chat is so active that the only thing you can really focus on is what is being said and not so much on usernames and badges.
      I hope that kind’ve made sense, but make sure to read my reply to Raymond Louey as I expanded on a similar question!

      Cheers,
      Alleyne

  6. Rebekah Harkness says:

    Hi Alleyne,

    I enjoyed reading this paper as fostering twitch communities is something I do as a moderator. You are totally correct on the point about how easier the engagement with a community when it is smaller compared to being larger. I have moderated a very large twitch stream based on live play dnd and while it wasn’t the spaming, it was many people arguing with each other over rules, or disrespecting the people on stream, and which had vod’s locked behind a subscriptions. On the other hand I moderate two smaller streams, one for the last 3 years and the other for 10 months which is totally different. You have answered questions above about new viewers maybe being hindered by not having subs, but something I wanted to add is the gifted sub factor. All the streams I have moderated for have generous members who decide to use there money so that more people can have access where they might not have before. Also the closes thing I have seen to a divide between subs and no subs is those streams that make their VOD’s subs only. That is the way with the dnd stream, though they do get added to youtube later, and with more recent stream.

    Also the things I have seen on a parasocial side of things is a lot, particularly about women on streams or in the case of newer stream, about the streamers partner. Also when we were chosing newer moderators to join the team we were very on the look out for people who may have decided to join the team specifically because it gave more access to the streamer themselves as we have a closer relationship to the streamer themselves.

    I am curious to know your thoughts on the place lurkers have in a twitch community and how to foster them without their active engagement.

    This was a really good paper. If you want to check mine out it is here: https://networkconference.netstudies.org/2022/csm/1145/fandom-virtual-communities-are-more-than-single-interests/

    Rebekah

    • Alleyne Aviles says:

      Wow Rebekah! It’s really fascinating and amazing that you’ve been so involved as a Twitch moderator, so I’m glad I was able to do some sort of justice on this topic haha. I’m not entirely sure if your stance on lurkers has a negative connotation based on your comment, but I think for a majority of viewers, the lurker state seems to be the default (based on the comparison between concurrent viewers and the amount that are chatting). Of course getting the most interaction out of your viewers is an ideal goal as a streamer, however I think the lurker mentality is more a testament to the comfort and mobility achieved on the platform. Then there is the negative angle of lurkers, that brings on the problems of parasocial relationships such as obsession with streamers that can reach dangerous levels, to the point of stalking or death threats. The latter lurker is in the minority fortunately, but the lurkers will alway be part of the Twitch ecosystem. On a surface level, because lurkers consist of a large part of the viewership, contributing to the number of viewers can act as an indicator to the quality of the stream. In terms of bringing out engagement from those that do not directly interact with the stream, encouraging them to share the stream with others could be a way of growing the community, possibly introducing viewers that are willing to be more active in streams.

      I think finding ways to keep up interaction with your audience will be a continual hurdle streamers will have to work on, and it fundamentally comes down to whether or not your content and personality warrant interaction from viewers, and if they feel that the interaction will be worth it.

  7. Joshua Benoiton says:

    Hi Alleyne,
    I wrote a paper on with a like-minded contention, and albeit to a smaller extent in analysing the communities that form around individual streamers. I think you have done a really good job of exploring and demonstrating how the platform is really more than the sum of its parts, examining the relationship and dynamic between the various communities on Twitch interacting with each other, and how this could be viewed as something of a meta community unto itself.
    Overall, an insightful, thought provoking and engaging paper. Well done!

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