Stream: Communities and Social Media.

 

Abstract:

This paper explores the peer-to-peer streaming platform, Twitch. It details how the pandemic, and our subsequent isolation, occurred concurrently alongside the platforms unprecedented rise in popularity, and how digital substitutes for community began to form, aptly named ‘digital communities’, throughout the platform, with users congregating around live-streaming content creators that share their interests. This is further emphasised in an analysis of the tangible benefits resulting from these digital communities, from charity events, to emulated social interactions with isolated individuals. This essay concludes that foundation of Twitch’s success, especially over the past few years, lies in the platform’s technical infrastructure, built to incentivise and promote friendship, companionship, and community, at a time when their real-world counterparts were unfeasible.  

Thesis:

The advent of COVID-19 acted as the catalyst that legitimised social media platforms, and in particular Twitch, as a viable alternative to certain aspects of modern society, with a significant proportion of the public engaging in virtual friendships, support groups and fully realised digital communities throughout the pandemic.

 

Essay:

 

One of the most prominent and defining features of the recent COVID-19 international pandemic was that of social isolation, confining a significant majority of the population to their place of residence, and served to exacerbate the pre-existing “epidemic of loneliness” rampant throughout the first world (Peate, 2018). However, despite the extraordinary circumstances; social bonds, friendship, and comradery quickly became digitally emulated via social media networks, demonstrated by the explosive growth of platforms such as Twitch that occurred concurrently with the rise of COVID (Iqbal, 2018). Although prominently used by individuals interested in gaming related content, Twitch has thousands of content tags, or keywords that provide a collaborative description of the content within the platforms database (Fyefield, et al. 2020), relating to a wide variety of interests, including beauty, academia, contemporary social issues, and even global economics (Twitch, 2022.) This essay will examine how aspects of community, friendship and society are being replicated within the peer-to-peer streaming platform Twitch during these trying times, with audiences and internet celebrities (E-celebrities) alike congregating around topics of mutual interest, and subsequently forming active, supportive, and tangible digital communities as a result. As researchers Hampton and Wellman state: “The introduction of new technologies introduces transformations in how people form and maintain relationships, as well as how they gain access to information and support.” (2018).

 

At the genesis of the pandemic, the need for education, business, entertainment, friendship, and community to persist, in spite of the circumstances, became evident to the masses. COVID-19, indisputably, had significant repercussions in all of the aforementioned aspects of modern life, resulting in a plethora of reputable and distinguished digital media platforms acting as viable substitutes in the interim. Notably, the peer-to-peer streaming platform Twitch.TV, received a significant influx of new users throughout this time, demonstrated by the 44% rise in Twitch users and viewership since the inception of the pandemic to the current day, and with an 800 million dollar jump in revenue occurring concurrently to the platforms unprecedented rise in popularity (Iqbal, 2022). Now recognised as the biggest peer-to-peer streaming platform in the world, Twitch’s notoriety can be prominently attributed to the platform’s knack for developing proactive fanbases, and in turn, digital communities, around genres and topics displayed on the platform, that anybody with internet access and a smart-device can engage with. The open and free access to the platform coupled with a variety of significant nuance’s that the platform accentuates, distinguished Twitch from their competitors, primarily YouTube, and proactively cultivates a community. As a live-streaming platform, Twitch thrives on an active digital audience that interacts with their favourite creators, and each other, consistently, and in real-time (Woodcock & Johnson, 2019).  Via a live chat-window, users are able to type out messages reacting to their favourite creators, or other viewers watching the stream.  Furthermore, the social reciprocity exuded by live-streaming personalities on the platform to their respective chats, is a reliable, consistent, and measurable indicator of success on the platform, incentivising engagement from all parties concerned, and subsequently, over time, culminates in a lively digital community of individuals (Zhao, et al. 2021).

 

 

Throughout the duration of COVID, Twitch had fostered a reputation for building and maintaining engaged communities of people, dedicating to a specific genre, activity, or interest. Standing in stark contrast to more traditional forms of community, in which friendships, relationships, and social circles were most prominently defined via the basis of proximity (Hampton & Wellman, 2018), Twitch’s primary strength is forming participatory communities around genres in which people share common interests, whether it be beauty, gaming, fashion, etc. Via congregating to online platforms in the wake of the pandemic, the obstacle of distance between individuals has been eliminated as a communicative barrier, with platforms like Twitch now acting as a virtual “third place” for the public to congregate and socialise, at a time when in person interaction is not a feasible course of action. Third space, in this context, is defined as a setting distinct from both one’s home, and one’s work; As posited by authors Hamilton, Garretson & Kerne, “We find that Twitch streams act as virtual third places, in which informal communities emerge, socialize, and participate. Over time, stream communities form around shared identities drawn from these streams” (2014). This perspective is further enhanced when examining the specific ways in which content creators on the platform interact with their respective audiences, in real time. Mainly responding to the collective viewership of the Twitch stream via the aforementioned chat windows, the substantial majority of streamers engage with their audiences through asking, and responding to, questions posed to the chat, with successful streamers adapting their digital persona’s to better reflect, and appeal to, a growing fanbase, essentially allowing themselves to be “influenced by the perception of the audience” (Marwick, et al. 2012). Additionally, there is an entire genre of content on the site, known collectively as “Just Chatting”, which serves the primary purpose of emulating social interactions with a friend, with talented digital performers producing engaging content merely from engaging and responding to their audiences (Twitch.TV, 2022).  Thus, the development and maintenance of the digital communities formed on the platform, should be credited to both the individuals engaged and participated in said communities, and the streamers that act as digital leaders for their respective communities. Furthermore, the influx of the masses toward social media platforms, acted as the catalyst for entrepreneurial digital celebrities who already boasted a significant following on Twitch to accommodate this newfound audience within their pre-established digital communities. Often grown through, and intimately tied with, one specific genre of content, these streamers act as a physical representation, and often a point of authority, within the communities they portray and pander to, with many viewers drawing a digital identity via their association with not only a genre of content or specific interest, but through their ongoing, committed engagement to a particular streamer who happens to be covering that content. The virtual online game, World of Warcraft, for instance, has been displayed hundreds of thousands of times on the platform, however, a streamer within that specific genre of content, Asmongold, has cultivated a dedicated audience of over 2 million fans, who persistently followed his content after he transitioned from World of Warcraft, and explored other types of content.

 

Alongside the newfound presence and power of the recently formed communities and support networks throughout the platform, were the actions of these communities, with tangible consequences, legitimising the practice. Defined by academic Mahony Simon as,  “a critical mass of people coming together with similar interests”, the digital communities formed on Twitch performed selfless charitable acts alongside their streaming counterparts as the pandemic was taking place. Illustrated in an article by Forbes titled “$83M+ Raised And Counting In 2020: Are Twitch Streamers The New Philanthropists?”, author Chris Strub described how prominent Twitch streamers such as Pokimane, Justaminx, JSchlatt, the Yogscast, Ninja, and many more, have been utilising Twitch’s in-built fundraising technology to promote and support a plethora of charities. Twitch’s creator guidelines and advice even state that, “Once you’ve built a community on Twitch, you can think about using your combined powers to help others. Millions of dollars have been raised for charities on Twitch, and supporting one can be a great way to bring your community together around a common goal, and make a positive difference.” In another example, the aforementioned streamer Asmongold, raised over $300,000 in one day, for the charity ‘games with love’, boasting a collective viewership of 120,00 people at one time, the largest Twitch stream of that month. Furthermore, the pursuit of philanthropy on the platform incentivised teamwork between creators, with streamers collaborating and expanding their brands/ content across multiple audiences, whilst simultaneously accruing larger donations for the charities they are working to help. The most prominent example of this being a charity event hosted by Twitch streamers Zerator and Dach, known as “Z Event”, featuring a variety of their peers and other content creators, of which currently holds the world record for the most money raised in a single stream, currently boasting 11 million US dollars raised for the charity ‘Action Against Hunger’ (Belous, 2022). The act of developing and maintaining a digital community throughout the pandemic should be considered an achievement in and of itself, however, coupled with the incredible feats of these communities, producing tangible benefits akin to an in-person charity should be viewed as an incredible feat.

 

Alongside collaborations for charity, multiple streamers also worked together independent of a greater cause, merging their pre-existing audiences and further solidifying, and expanding their communities. If there is potential benefit for both parties involved, many Twitch streamers will also opt to collaborate with their peers in an attempt to expand their brand, and widen their audience (Grayson, 2021). Intentionally or not, this brings the streamers pre-existing audience, and subsequent digital community that surrounds their content, into contact with others, developing an interconnected network of digital communities that proliferate throughout the platform, with Twitch even implementing technology dedicated to collaborative streaming on their platform, affectionately known as “Squad Stream” (Thiebolt, 2022), and further illustrating how integral the concept of community is to Twitch as a platform. Furthermore, in conjunction with all other evidence, and perspectives conveyed throughout this essay contending the validity of individual and unique groups of individuals throughout the platform, the collaborative efforts of multiple digital communities and their respective streamers, networking and forming bonds with each other,  legitimises Twitch’s place as a social media platform with an emphasis on community, and subsequently justifies its position within the “Communities and Social Media” stream in the conference.

 

Since its introduction, and subsequent declaration, as a pandemic by the World Health Organisation in March of 2021, COVID-19 has ravaged the lives of nearly everybody living throughout the world.  Amongst the fallout, in isolation within our homes, a significant portion of the population turned to social media as an outlet for communication, comradery, companionship, and friendship in the interim, whilst the ramification of COVID slowly unfolded across the world. As demonstrated, the versatile, unique, and renowned peer to peer streaming platform Twitch, served as a hub for the formation of innumerable digital communities, acting as an ethereal third space for many people, and providing that same sense of community and solidarity, that one would find in their physical communities pre pandemic. This culminated in real-life, tangible benefits, not only for users and content creators on the site, but for charity organisations and volunteer aid as well, at a time when it was needed the most. Although indisputably catastrophic for the entire world, COVID-19 acted as the catalyst that legitimised Twitch as a platform that supported and incentivised the creation and development of digital communities.

 

References:

 

Belous, D. (2022.) “€10M raised for charity, respect from President of France — Why Z Event 2021 Was So Special.” Streamscharts. Retrieved from: https://www.forbes.com/sites/chrisstrub/2020/12/18/83m-raised-and-counting-in-2020-are-twitch-streamers-the-new-philanthropists/?sh=424407982e52

 

 

Diaz, S. M. B. and C. (2016, September 14). “Third places” as community builders. Brookings. https://www.brookings.edu/blog/up-front/2016/09/14/third-places-as-community-builders/

 

 Fyfield, M., Henderson, M., & Phillips, M. (2021).

Navigating four billion videos: teacher search strategies and the YouTube algorithm. Learning, Media and Technology; Basingstoke. 46(1). 47-59.

 

 

Grayson, C. (2021). How to find other streamers to play with on Twitch or Youtube. Streamscheme. Retrieved from: https://www.streamscheme.com/find-the-right-collabs-on-twitch-or-mixer/

 

 

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

 

Hampton, K. N., & Wellman, B. (2018). Lost and Saved . . . Again: The Moral Panic about the Loss of Community Takes Hold of Social Media. Contemporary Sociology, 47(6), 643–651. https://doi.org/10.1177/0094306118805415

 

Hubert, T. (n.d.-a). Charity Fundraising on Twitch. Retrieved April 3, 2022, from https://www.twitch.tv/creatorcamp/en/connect-and-engage/charity-streaming/

 

Hubert, T. (n.d.-b). Squad Stream: The next way to play and watch together. Twitch Blog. Retrieved April 4, 2022, from https://blog.twitch.tv/en/2019/03/27/squad-stream-the-next-way-to-play-and-watch-together-32d9ad2ac555/

 

Iqbal, M. (2018-2022, February 15). Twitch Revenue and Usage Statistics (2022). Business of Apps. https://www.businessofapps.com/data/twitch-statistics/

 

Kulakli, A., & Mahony, S. (2014). Knowledge creation and sharing with Web 2.0 tools for teaching and learning roles in so-called University 2.0. Procedia-Social and Behavioural Sciences, 150, 648–657.

 

Marwick, A. E. (2012). Online identity. In J. Hartley, J. Burgess, & A. Bruns (Eds.), A companion to new media dynamics (pp. 355–364). Chichester: John Wiley & Sons. Retrieved from: https://catalogue.curtin.edu.au/primo-explore/fulldisplay?docid=CUR_ALMA2179565800001951&context=L&vid=CUR_ALMA&search_scope=CurtinBlended&isFrbr=true&tab=default_tab&lang=en_US

 

 

Peate, I. (2018). How’s it going? The silent epidemic of loneliness. British Journal of Nursing. https://doi.org/10.12968/bjon.2018.27.11.591

 

Strub, C. (n.d.). $83M+ Raised And Counting In 2020: Are Twitch Streamers The New Philanthropists? Forbes. Retrieved April 3, 2022, from https://www.forbes.com/sites/chrisstrub/2020/12/18/83m-raised-and-counting-in-2020-are-twitch-streamers-the-new-philanthropists/

 

Twitch, T. (n.d.). Twitch. Twitch. Retrieved April 3, 2022, from https://www.twitch.tv/directory/all/tags

 

Wang, Y., Deng, Q., & Ji, S. (2017). Applying Third Place Theory in Mobile Social Media Research: The Physical-Virtual Integration. CONF-IRM 2017 Proceedings. https://aisel.aisnet.org/confirm2017/4

 

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813–823. https://doi.org/10.1177/1527476419851077

 

Zhao, K., Hu, Y., Hong, Y., & Westland, C. (2021). Understanding Characteristics of Popular Streamers on Live Streaming Platforms: Evidence from Twitch.tv. Journal of the Association for Information Systems, 22(4). https://doi.org/10.17705/1jais.00689

 

9 thoughts on “Community, COVID-19, and the rise of Twitch.TV

  1. Michael Farrell says:

    As someone who participated in live streaming and gaming during the peak of lockdown, I understand the comfort it provides: being able to laugh and entertain yourself and others )both strangers and friends). Covid-19 forced all possible aspects of the world to function online and entertainment, while this had already begun, increased exponentially.
    Your paper outlines the shock of the pandemic, but provides examples of the ways in which there was temporary, or for some, permanent light in the tunnel.
    It shows how valuable these online communities are to us, with our individual tastes and interests, and if they didn’t exist (like in other historical pandemics) what would mental health look like on a broader or individual level.

    • Joshua Benoiton says:

      Hi Michael,
      I’m glad you enjoyed the paper. I really did try to implement an optimistic tone and vibe throughout the essay, to really convey how these digital platforms and communities are have been helping people through this catastrophe.

  2. Jack Simpson says:

    Hi Josh, great paper. As someone who has watched Twitch since the very beginning going back to the days with Reckful and Sodapoppin playing World of Warcraft, this topic always interests me when I see someone discussing it. Through COVID-19 I can definitely see the impact the platform had on socialising and building up further, the digital communities that exist online. What I disagree with however is the “legitimising” of the platform strictly throughout the pandemic. While I understand the point of what you are trying to say in your paper, the platform itself has already been legitimised further throughout a variety of industries from fitness, video games (of course), food and even sport on Twitch way before the pandemic even began. Even when talking about communities on the platform and the way they function to “a critical mass of people coming together with similar interests” games like World of Warcraft existed long before Twitch and still achieved this goal. While the uniqueness of the platform mainly revolves around of course the participatory nature of chatting and interacting with the streamer, these aspects are not platform exclusive. The argument could be made that they execute upon these things better than other platforms, which in that case I would completely agree. Nevertheless, your paper was a great read, despite my disagreement. The research you conducted and more importantly topics you covered, especially relating to charity and collaboration were fantastic. I’ve written a paper myself on how online social networks facilitate inaction within offline political movements. Feel free to have a read if your are interested. https://networkconference.netstudies.org/2022/onsc/381/social-change-in-online-networks-how-social-media-facilitates-a-lack-of-action-within-real-world-political-movements/

    Best regards,

    Jack

    • Joshua Benoiton says:

      Hi Jack!
      I really liked the perspective you’ve brought to my paper here. You’re completely right that the platform has been legitimised previously, and that digital communities throughout Twitch have spawned independently of the gaming sector, and the elements that compose Twitch’s core functions, that being interactivity between the chat and the streamer, is not platform exclusive. I’m also glad you enjoyed the paper. I also found that the elements relating to collaboration and charity conveyed a sense of optimism and hope, and acted as a strong core for my paper.

  3. Benjamin Scott says:

    Hi Josh,

    Great paper, I wrote one also discussing Twitch which discussed similar points to yours. I particularly looked at how Twitch enabled the music industry to find another means of income during the pandemic when they were unable to perform live shows. The affordances of the platform are fantastic for fostering community while also providing an income. I like how you have discussed the charitable side of the platform, as it really illustrates the positive effect that the community can have on society. You mentioned the streamer being a point of physical representation that fosters the communities they build around certain categories and topics. I think this is definitely true that the streamers are the focus of communities and are essential to the growth of them, however in my paper I discussed parasocial relationships which have the potential to develop on social media sites such as Twitch.

    Thanks,
    Ben

    • Joshua Benoiton says:

      Hi Ben!
      Really glad you enjoyed the paper. I too am aware of how much para-social relationships form between a streamers community and themselves, and, in fact, I would concur and say that some streamers incentivise and encourage the formation of para-social relationships in the pursuit of clout and monetary gain. It is a very fine line that content creators walk between being an attractive persona, and utilising their platforms to provide and illusion of intimacy that is rarely, if ever, reciprocated.
      Thanks,
      Josh.

  4. Senera Uggal Babila Gamage says:

    Hello Josh,
    This was a very interesting read. Since Covid-19 was an unprecedented circumstance, people had a really hard time adjusting to a new norm. Social distancing was difficult for everybody, extroverts and introverts alike. Social media as a whole was a place were people gathered to, desperate for some form of socialising. Like streaming was the closest thing to real life socialising with the outside world. I’m Somebody who doesn’t necessarily watch live streams, but I remember watching a few on Twitch myself. Really a great read.

    • Joshua Benoiton says:

      Hi Senera!
      I’m glad you enjoyed the paper. The initial reason I decided on this topic was that Twitch, for me, had acted as a temporary surrogate for socialisation and interaction amidst the pandemic, and, clearly, it has had the same effect on many others as well!

  5. Sining Chen says:

    Hi Joshua,
    Great article and very interesting topic. I can understand your point of view very well, in my daily life I really enjoy watching live streams.
    But I have a question, many people today use live streaming as a way to deliver bad content for profit.How does Twitch regulate live content on its platform and will it be able to maintain the covid19 boom after the Covid19 epidemic?Thank you.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes:

<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>