Abstract
Game streaming is emerging as an increasingly popular form of social gaming even among non-professionals. As such, players have to adapt to the presence of a digital gaming audience consisting of people who are either synchronously or asynchronously participating in their performance and engaging with them remotely via digital media. While individuals' experiences with physically collocated (non-digital) audiences is well-studied, it is still unclear whether digital audiences trigger similar socio-cognitive mechanisms or whether individuals process such audiences differently. The current research examined the potential impact of both synchronous and asynchronous digital gaming audiences on players' feelings of closeness, as well as the social demand these audiences elicit, across both US and German players in two separate studies. The second study was designed as an exact replication of the first, as a robustness check. Results indicate that while players could recall details of the conversations, synchronous streaming had no impact on feelings of propinquity with, or social demand from, the audiences.
Original language | English |
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Article number | 100384 |
Number of pages | 13 |
Journal | Entertainment Computing |
Volume | 36 |
DOIs | |
Publication status | Published - Jan 2021 |
Externally published | Yes |
Austrian Fields of Science 2012
- 508007 Communication science
- 508014 Journalism
Keywords
- AFFORDANCES
- ANTICIPATED EVALUATION
- Audience effects
- ELECTRONIC PROPINQUITY
- ENJOYMENT
- GAME
- Game streaming
- MEDIATED COMMUNICATION
- Mixed methods
- PERFORMANCE
- PLAY
- SOCIAL FACILITATION
- Social demand
- Social facilitation
- TRIPLETT