Master of Science (MS), Ohio University, 2019, Journalism (Communication)
Online media is continuing to transform the media consumption habits of today's society. It encompasses various forms of content, modes of consumption and interpersonal interactions. Live-streaming is one of the less observed but growing forms of new media content. It combines aspects of online video entertainment and user content creation such as YouTube, and social media such as Instagram, in a live setting. The goal of this thesis is to explore this phenomenon by looking at the video game streaming platform Twitch, and, more specifically, the interactions taking place during the live streams. The central research question of the thesis is therefore: How are the creators of video game live streams initiating and facilitating interactions with and among their audience members?
A qualitative analysis is being conducted to find out which types of interactions are taking place during these live streams. Additionally, relevant theoretical concepts, including parasocial interaction, self-disclosure, group identity and co-experience, are applied to evaluate the interactions based on their potential to influence the construction individual and social identities.
The interactions of five streamers of different popularity levels and from three different types of video games are analyzed based on these assumptions and concepts. The results show that all streams share five major categories for interactions, namely gameplay commentary, topic-based interactions, streamer- and viewer focused interactions, and interactions based on followers and (re-)subscriptions. The manifestations of the theoretical constructs in the interactions show similar tendencies across the streams, although with some considerable variation.
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Committee: Veronika Karnowski (Advisor)
Subjects: Communication; Mass Communications; Social Research