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“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts

机译:“而今天的顶级捐献者是”:如何在Twitch.TV上的活乐线乐队如何通过货币化和游戏他们的广播

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This article examines cultural and economic behavior on live streaming platform Twitch.tv, and the monetization of live streamers’ content production. Twitch is approximately the thirtieth most-viewed website in the world, with over 150?million spectators, and 2?million individuals around the world regularly broadcasting. Although less well-known than Facebook or Twitter, these figures demonstrate that Twitch has become a central part of the platformized Internet. We explore a seven-part typology of monetization extant on Twitch: subscribing, donating and “cheering,” advertising, sponsorships, competitions and targets, unpredictable rewards for viewers, and the implementation of games into streaming channels themselves. We explore each technique in turn, considering how streamers use the affordances of the platform to earn income, and invent their own methods and techniques to further drive monetization. In doing so, we look to consider the particular kinds of governance and infrastructure manifested on Twitch. By governance, we mean how the rules, norms, and regulations of Twitch influence and shape the cultural content both produced and consumed within its virtual borders; and by infrastructure, we mean how the particular technical affordances of the platform, and many other elements besides, structure how content production on Twitch might be made profitable, and therefore decide what content is made, and how, and when. Examining Twitch will thus advance our understanding of the platformization of amateur content production; methodologically, we draw on over 100 interviews with successful live streamers, and extensive ethnographic data from live events and online Twitch broadcasts.
机译:本文探讨了在实时流动平台Twitch.TV上的文化和经济行为,并通过了现场乐游的内容生产的货币化。 Twitch大约是世界上三十岁大部分观众的网站,超过150?百万观众,以及世界各地的2亿个人定期广播。虽然不如Facebook或Twitter所知道的,但这些数字表明,抽搐已成为平台互联网的中央部分。我们探索抽搐的七分之一的货币爆发:订阅,捐赠和“欢呼,”广告,赞助,竞争和目标,观众的不可预测的奖励,以及将游戏实施到流入媒体渠道。我们依次探讨了各种技术,考虑到融合器如何使用平台的可供收入来赚取收入,并发明自己的方法和技术,以进一步推动货币化。在这样做时,我们希望考虑在抽搐上表现出的特定治理和基础设施。通过治理,我们的意思是如何对抽搐影响的规则,规范和规则以及塑造在其虚拟边界内产生和消耗的文化内容;通过基础架构,我们的意思是平台的特定技术可供选择以及许多其他元素,结构结构如何在抽搐上产生有利可图,因此决定了什么内容,以及如何以及何时。审查抽搐将推动我们对业余内容生产平台化的理解;方法论地理位学,我们通过成功的实时流媒体进行了100多次访谈,以及来自实时活动和在线抽搐广播的广泛的民族图数据。

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