Twitch Bibliography
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

 
$
%
123
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ABCDEFGHIJKLMNOPQRSTUVWXYZAA
1
IDTitleAuthor(s)YearVenue
Author Keywords
Primary Method(s)Authors' Notes
2
001Streaming on twitch: fostering participatory communities of play within live mixed mediaHamilton, W., Garretson, O., and Kerne, A.2014ACM SIGCHI Conference
live streaming; Twitch; video games; online communities; third places; ethnography
..
3
002Social Support in eSports: Building Emotional and Esteem Support from Instrumental Support Interactions in A Highly Competitive EnvironmentFreeman, G., and Wohn, D. Y.2017ACM CHI PLAY Conference
eSports; social support; competitive gaming; social capital
..
4
003Why do people watch others play video games? An empirical study on the motivations of Twitch users. Sjöblom, M., and Hamari, J.2017Computers in Human Behavior
Streaming; Uses and gratifications; eSports; Media usage; Let's play
..
5
004Content structure is king: An empirical study on gratifications, game genres and content type on TwitchSjöblom, M., Törhönen, M., Hamari, J., and Macey, J.2017Computers in Human Behavior
Streaming; New media; Genres; Uses and gratifications; Video games; Social media; User-generated content
..
6
005Shaping Pro and Anti - Social Behavior on Twitch Through Moderation and Example - SettingSeering, J., Kraut, R. E., and Dabbish, L.2017ACM CSCW Conference
Moderation strategies; chatroom behavior; authority and imitation; governance
Quantitative analysis of Twitch chatUsers imitate other users' behaviors, whether positive or negative, at a substantial rate. This effect is greater when the imitated user is a moderator. Bans are effective at deterring multiple different types of behaviors, whether positive or negative. Moderators have the ability to shape chat behaviors by removing offensive content and setting positive examples
7
006Audience Participation Games: Blurring the Line Between Player and SpectatorSeering, J., Savage, S., Eagle, M., Churchin, J., Moeller, R., Bigham, J. P., and Hammer, J.2017ACM DIS Conference
Games and play; social media and online communities; entertainment
Games designed for Twitch as design probesExplores the possibility for expanded development in the space of games that allow stream chats to play along with streames on Twitch. Created two games with two variants each to identify factors affecting engagement
8
007Explaining Viewers’ Emotional, Instrumental, and Financial Support Provision for Live StreamersWohn, D. Y., Freeman, G., and McLaughlin, C.2018ACM SIGCHI Conference
Live streaming; social support; parasocial; tangible support; emotional support; financial support; presence; social TV
..
9
008‘It’s like the gold rush’: the lives and careers of professional video game streamers on Twitch.tvJohnson, M. R. and Woodcock, J. 2017
Information, Communication and Society
Live streaming, careers, labour, professionalisation, working lives
Qualitative interview analysis and ethnographyLooks at the lives and careers of professional Twitch streamers, drawing on fifty interviews with Twitch pros. Examines how people get into streaming, what it is like to be a pro streamer, and their hopes and concerns about the future.
10
009Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on Twitch.tvJohnson, M. R.2018
Information, Communication and Society
Live streaming, careers, labour, professionalisation, working lives, disability, health, stress
Qualitative interview analysis and ethnographyLooks at the experiences of Twitch streamers, professional and semi-professional, who have mental or physical health issues, or disabilities. Specifically explores this in the context of opportunities for entrepreneurship and inclusion on the platform.
11
010YouTube live and Twitch: a tour of user-generated live streaming systemsPires, K., & Simon, G.2015
ACM Multimedia Systems Conference
Live streaming; popularity analysis; user-generated content
..
12
011A campus-level view of Netflix and Twitch: Characterization and performance implicationsLaterman, Michel, Martin Arlitt, and Carey Williamson.2017
Performance Evaluation of Computer and Telecommunication Systems (SPECTS)
...
13
012Moving People from Science Adjacent to Science Doers with Twitch.tvGay, Pamela L.2017
American Astronomical Society, DPS meeting #49
..[note - unable to access full text]
14
013Talking about Twitch: Dropped Frames and a normative theory of new media production.Bingham, C. M.2017Convergence
Critical discourse analysis, live streaming, normative theory, professionalism, production, Twitch, user-generated content, videogames
..
15
014When All You Have is a Banhammer: The Social and Communicative Work of Volunteer ModeratorsLo, C2018MSc Thesis, MITModerationqualitative interview analysis and ethnography plus entirely too much time spent being a modhttps://cmsw.mit.edu/banhammer-social-communicative-work-volunteer-moderators/
16
015Watch Me PlayTaylor, T.L.
Forthcoming, October 2018
Princeton University Press...
17
016Toward a transcription and analysis of live streaming on TwitchRecktenwald, D.2017Journal of Pragmatics
Transcription; Online live streaming; Pivoting; Twitch; Computer-mediated communication; Video-mediated communication; Games
..
18
017World of Streaming. Motivation and Gratification on TwitchDaniel Gros, Brigitta Wanner,Anna Hackenholt, Piotr Zawadzki, Kathrin Knautz2017
International Conference on Social Computing and Social Media
Streaming; Social live streaming services; Twitch; Use Gratification; Motivation; Money; Media usage
..
19
018SOCIAL LIVE-STREAMING: TWITCH.TV
AND USES AND GRATIFICATION THEORY
SOCIAL NETWORK ANALYSIS
Dux, James2018
Computer Science & Information Technology
Social Network Analysis, Uses and Gratification, Twitch.tv, Social Live Streaming, Social
Communities
..
20
019Gender and live-streaming: source credibility and motivationTodd, Patricia2018
JOURNAL OF RESEARCH IN INTERACTIVE MARKETING

YouTube, Gender, Source credibility, Online consumer behaviour, Virtual communities, Video marketing, Live-stream
..
21
020Social motivations of live-streaming viewer engagement on TwitchZorah, Hilvert-Brucea, James T.Neill, Max Sjöblom, Juho Hamari2018Computers in Human Behavior
Streaming; Social media; Twitch; eSports; Motivation; Uses and gratification
..
22
021Prank, Troll, Gross and Gore: Performance
Issues in Esport Live-Streaming
Veli-Matti Karhulahti2016
1st International Joint Conference of DiGRA and FDG
esports, streaming, live-streaming, performance, pranks, trolls, aesthetics, frame, interpretation, League of Legends
..
23
022Will I always be not social?: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism.Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R.2016ACM SIGCHI Conference
Autism; Communication; Social Interaction; Virtual Worlds; Minecraft; Social Media.
..
24
023The eSports Trojan Horse: Twitch and Streaming FuturesBenjamin Burroughs and Paul Rama2015Journal of Virtual Worlds Research...
25
024WHY DO USERS BROADCAST? EXAMINING INDIVIDUAL MOTIVES AND SOCIAL CAPITAL ON SOCIAL LIVE STREAMING PLATFORMSSimon Bründl and Thomas Hess2016
Pacific Asia Conference on Information Systems
Social Live Streaming Platforms, Social Computing, Online Communities, User-Generated Content
..
26
025Event Detection and Highlight Detection of Broadcasted Game VideosWei-Ta Chu and Yung-Chieh Chou2015
Proceedings of the 2nd Workshop on Computational Models of Social Interactions: Human-Computer-Media Communication
Event detection, highlight detection, game video analysis
..
27
026Let's Play My Way: Investigating Audience Influence in User-Generated Gaming Live-StreamsPascal Lessel, Michael Mauderer, Christian Wolff, Antonio Kruger2017
2017 ACM International Conference on Interactive Experiences for TV and Online Video
Interactive streams; co-presence; audience experience; Twitch Plays Pokemon; Rocket Beans TV; viewer participation
..
28
027Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case StudyPascal Lessel, Alexander Vielhauer, Antonio Kruger2017ACM SIGCHI Conference
Twitch; Hearthstone; audience influence; streaming
..
29
028Player one, playing with others virtually: what’s next in game and player studiesConsalvo, Mia2017
Critical Studies in Media Communication
...
30
029Chat Speed OP PogChamp: Practices of Coherence in Massive Twitch ChatFord, C., Gardner, D., Horgan, L. E., Liu, C., Nardi, B., & Rickman, J.2017ACM alt.chi
Twitch; chat; computer-mediated communication; CMC
..
31
030“They’re just too urban”: Black gamers streaming on Twitch.”Gray, K.L.2016
In Daniels, J., Gregory, K., & Cotton, T.M. (Eds). Digital Sociologies.
...
32
031The Game of Performing Play: Understanding Streaming as Cultural ProductionPellicone, Anthony J. and Ahn, J.2017ACM SIGCHI Conference
digital games; streaming media; games and learning; games studies
..
33
032Live-Streaming Changes the (Video) GameThomas P. B. Smith, Marianna Obrist, and Peter Wright2013
European Conference on Interactive TV and Video
Live-streaming, live streaming, video games, spectatorship, spectator, interactive television, broadcaster, TwitchTV, Let’s Play community, passive usage, active usage.
..
34
033Modeling and analyzing the video game live-streaming communityNascimento, G., Ribeiro, M., Cerf, L., Cesário, N., Kaytoue, M., Raïssi, C., Vasconcelos, T., & Meira, W.2014Latin American Web Congress
video game; starcraft; streaming; twitch.tv
..
35
034Watch me playing, i am a professional: a first study on video game live streamingKaytoue, M., Silva, A., Cerf, L., Meira Jr, W., & Raïssi, C.2012ACM WWW Conference
E-sport, Twitch.tv, Video game, StarCraft II, Social community, Popularity prediction, Ranking
..
36
035TwitchViz: A Visualization Tool for Twitch ChatroomsRui Pan, Lyn Bartram, and Carman Neustaedter2016EA of ACM SIGCHI Conference
Twitch.tv; live streaming; chat room; video game; visualization tool
..
37
036Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification frameworkMu Hu, Mingli Zhang, and Yu Wang2017Computers in Human Behavior..[note - unable to access full text]
38
037When game becomes life: The creators and spectators of online game replays and live streamingJia, A. L., Shen, S., Epema, D. H., & Iosup, A.2016
ACM Transactions on Multimedia Computing, Communications, and Applications
Online game communities, gamecast sharing sites, repository characteristics, popularity dynamics, user behaviors
..
39
038Utilizing Massive Viewers for Video Transcoding in Crowdsourced Live StreamingHe, Q., Zhang, C., & Liu, J.2016
IEEE Conference on Cloud Computing
Crowdsourced Live Streaming, CrowdTranscoding
.[note - unable to access full text]
40
039Playing along and playing for on Twitch: Livestreaming from tandem play to performanceRainforest Scully-Blaker, Jason Begy, Mia Consalvo & Sarah Christina Ganzon2017
Hawaii International Conference on System Sciences
...
41
040Programming as a Performance – Live-streaming and Its Implications for Computer Science EducationLassi Haaranen2017
ACM Conference on Innovation and Technology in Computer Science Education
...
42
041Determinants of Live Streamers' Continuance Broadcasting Intentions on Twitch: A Self-Determination Theory Perspective.Zhao, Q., Chen, C. D., Cheng, H. W., & Wang, J. L.2017Telematics and Informatics...[note - unable to access full text]
43
042Kaceytron and Transgressive Play on TwitchConsalvo, MiaForthcoming
In Transgressions in Games and Play, edited by Kristine Jørgensen and Faltin Karlsen
...
44
043To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiencesGandolfini, Enrico2016Journal of Gaming & Virtual Worlds
Circuit of Culture; Twitch.tv; e-sport; gaming show; media audience; video streaming
.[note - unable to access full text]
45
044Twickle: Growing Twitch Streamer’s Communities Through Gamification of Word-of-Mouth ReferralsBrown, Jacob T., and Batra, Bharat2018
Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video
Twitch.tv; live streaming; leaderboard; viewer participation; online communities; referrals
..
46
045Personalized channel recommendation on live streaming platformsLin, Chen-Yi and Chen, Han-Shen2018Multimedia Tools and Applications
Recommendation system; Live streaming; Clustering; Personal preference
.[note - unable to access full text]
47
046Utilitarian and Hedonic Motivations for Live Streaming ShoppingCai, Jie and Wohn, Donghee Yvette, and Mittal, Ankit and Sureshbabu, Dhanush2018
Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video
Live streams; live streaming shopping; e-commerce; Technology Acceptance Model (TAM); hedonic and utilitarian motivations; behavioral intentions
..
48
047On Crowdsourced Interactive Live Streaming: A Twitch.TV-Based Measurement StudyZhang, Cong and Liu, Jiangchuan2015
Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video
Crowdsourced Live Streaming, View Statistics, Interactive Latency, Twitch.tv
..
49
048Improving Quality of Experience for Mobile Broadcasters in Personalized Live Video StreamingQingmei Ren, Yong Cui, Wenfei Wu, Changfeng Chen, Yuchi Chen, Jiangchuan Liu, and Hongyi Huang2018
IEEE/ACM International Symposium on Quality of Service
...
50
049International Conference on Social Computing and Social MediaDaniel Gros, Anna Hackenholt, Piotr Zawadzki, Brigitta Wanner2018
International Conference on Social Computing and Social Media
Streaming; Social live streaming services; Twitch Media usage; Usage behavior; User interaction
..
51
050Fair use, Fair play: Video Game Performances and “let’s plays” as Transformative UseDan Hagen2018
WASHINGTON JOURNAL OF LAW, TECHNOLOGY & ARTS
...
52
051Doing space in face-to-face interaction and on interactive multimodal platformsAndreas H. Jucker, Heiko Hausendorf, Christa Dürscheid, Karina Frick, Christoph Hottiger, Wolfgang Kesselheim, Angelika Linke, Nathalie Meyer, Antonia Steger2018Journal of Pragmatics
Space; Face-to-face interaction; 3D virtual worlds; Affordances; Interactive multimodal platforms (IMP); Second Life; Twitch
..
53
052A LINGUISTIC STUDY OF LANGUAGE VARIETY USED ON TWITCH.TV: DESRIPTIVE AND CORPUS-BASED APPROACHESJędrzej OLEJNICZAK2015
Redefining Community in Intercultural Context
internet community, language variety, neologisms, emoticons, chat, eSport, computer games
..
54
053All the Feels: Designing a Tool that Reveals Streamers’ Biometrics to SpectatorsRaquel Robinson, Zachary Rubin, Elena Márquez Segura, Katherine Isbister2017
Proceedings of the 12th International Conference on the Foundations of Digital Games
Biometrics; Online gameplay streaming; Wearable technology; Twitch
..
55
054All the Feels: Introducing Biometric Data to Online Gameplay StreamsRaquel Robinson, Katherine Isbister, Zachary Rubin2016CHI PLAY Companion '16
Biometrics; Online gameplay streaming; Twitch; wearable technology
..
56
055Behind the Game: Exploring the Twitch Streaming
Platform
Jie Deng, Felix Cuadrado, Gareth Tyson, Steve Uhlig2015
Proceedings of the 2015 International Workshop on Network and Systems Support for Games
...
57
056Changing Roles in Gaming: Twitch and new gaming audiencesMirjam Vosmeer, Gabriele Ferri, Ben Schouten, Stefan Rank2016
Proceedings of 1st International Joint Conference of DiGRA and FDG
Social gaming, online community, streaming, audience studies, twitch.tv
..
58
057Cloud-assisted Crowdsourced LivecastCONG ZHANG, JIANGCHUAN LIU, HAIYANG WANG2017
ACM Transactions on Multimedia Computing, Communications and Applications
Crowdsourced livecast, public clouds, workload migration, resource allocation
..
59
058DASH in Twitch: Adaptive Bitrate Streaming in Live Game Streaming PlatformsKarine Pires, Gwendal Simon2014VideoNext’14
Live streaming; user-generated content; video encoding
..
60
059Examining the learning effects of live streaming video game instruction over TwitchKatherine Payne, Mark J.Keith, Ryan M.Schuetzler, Justin Scott Giboney2017Computers in Human Behavior
Online learning, Twitch.tv, Learner-learner interaction, Cognitive load theory, Worked-example effect
..
61
060Measurement-based Analysis of the Video Characteristics of Twitch.tvMark Claypool, Daniel Farrington, and Nicholas Muesch2015
Games Entertainment Media Conference (GEM), 2015
...
62
061Seeker: Topic-Aware Viewing Pattern Prediction in Crowdsourced Interactive Live StreamingCong Zhang, Jiangchuan Liu, Ming Ma, Lifeng Sun, Bo Li2017NOSSDAV’17
Crowdsourced interactive live streaming, viewing patterns, interactive messages, Twitch.tv
..
63
062The Modem Nation: A First Study on Twitch.TV Social Structure and Player/Game RelationshipsBenjamin C.B. Churchill, Wen Xu2016
2016 IEEE International Conferences on Big Data and Cloud Computing (BDCloud), Social Computing and Networking (SocialCom), Sustainable Computing and Communications (SustainCom) (BDCloud-SocialCom-SustainCom)
social network, gaming community, data analysis
..
64
063The User-Led Disruption: Self-(Re)broadcasting at Justin.tv and Elsewhere Bruns, Axel2009EuroITV’09
Television, streaming media, broadcasting, re-broadcasting, videosharing, filesharing, sports, peer-to-peer, Justin.tv
..
65
064Towards Hybrid Cloud-assisted Crowdsourced Live Streaming: Measurement and AnalysisCong Zhang, Jiangchuan Liu, Haiyang Wang2016NOSSDAV’16
Crowdsourced Live Streaming, Hybrid Cloud, Workload Migration, Twitch.tv
..
66
065Watching People Is Not a Game: Interactive Online Corporeality, Twitch.tv and Videogame StreamsSky LaRell Anderson2017Game Studies
Twitch.tv, corporeal turn, interactive online corporeality, bodies, website design
..
67
066What Lurks in the Dark: An Audience Participation Horror GameJustin Fanzo, Rachel Gu, Jinchao Han, Ketul Majmudar, Tony Deng, Flora Cheng, Chaoya Li, Jessica Hammer2017
In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
Twitch-based horror; asymmetric game; streamer-audience tension; audience power; player psychology
..
68
067Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game PlayOmar Ruvalcaba, Jeffrey Shulze, Angela Kim, Sara R. Berzenski, and Mark P. Otten2018Journal of Sport and Social Issues
gender, gamer, eSports, discrimination, diversity, technology
..
69
068The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator ExperiencesStahlke, S., Robb, J., Mirza-Babei, P.2018
Gaming and Computer-Mediated Simulations
...
70
069With Great Power Comes Great Responsibility:
Video Game Live Streaming and Its Potential Risks and Benefits for Female Gamers
Lena Uszkoreit (Editors: Gray, Kishonna L., Voorhees, Gerald, Vossen, Emma)2018 (forthcoming)Feminism in Play ...
71
070QoE-aware distributed cloud-based live streaming of multisourced multiview videosK.Bilal, A.Erbad, M.Hefeeda2018
Journal of Network and Computer Applications
...
72
071Deep Unsupervised Multi-View Detection of Video Game Stream HighlightsCharles Ringer, Mihalis A. Nicolaou2018Foundations of Digital Games
Video game stream analysis, highlight detection, event detection
..
73
072Watching Players: An Exploration of Media Enjoyment on TwitchTim Wulf, Frank M. Schneider, Stefan Beckert,2018Games and Culture
Twitch, video game streaming, media enjoyment, parasocial relationships, suspense
..
74
073Design Challenges for Livestreamed Audience Participation GamesSeth Glickman, Nathan McKenzie, Joseph Seering, Rachel Moeller, Jessica Hammer2018ACM CHI PLAY Conference
Game design; livestreaming; online communities
Design probes, interface developmentProvided three game development teams with an audience participation interface development toolkit. Teams iteratively developed and tested Audience Participation Games over the course of ten months, and then reflected on common design challenges across the three games. Six challenges were identified: latency, screen sharing, attention management, player agency, audience-streamer relationships, and shifting schedules.
75
074The Social Roles of Bots: Situating Bots in Discussions in Online CommunitiesJoseph Seering, Juan Pablo Flores, Saiph Savage, Jessica Hammer2018ACM CSCW Conference
Chatbots, bots, Twitch, social roles, moderation
Quantitative analysis of Twitch chat, qualitative analysis of bot actionsPerformed a large-scale analysis of bot activity levels on Twitch, finding that they communicate at a much greater rate than other types of user. Looked at the different types of messages bots send across different types and sizes of streams, and also how much they take moderation actions compared to human moderators.
76
075
77
076
78
077
79
078
80
079
81
080
82
081
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Loading...
 
 
 
Sheet1
 
 
Main menu