Watch Me Play Twitch and the Rise of Game Live Streaming. / T. L. Taylor

Dublin Core

Título

Watch Me Play Twitch and the Rise of Game Live Streaming. / T. L. Taylor

Tema

Video Juegos
Live Stream
Competencias de esports.

Descripción

In May 2012, I was sitting on my sofa browsing the internet when I stumbled on a website showing a live feed of a StarCraft 2 computer game tournament taking place in Paris. In esports competitions, professional players compete in a formal tournament setting for prize money. Having done research and written a book on esports, I was familiar with game broadcasting attempts over the years, but this production particularly caught my eye. The event was taking place at the beautiful Le Grand Rex concert hall, and camera shots of an energetic, cheering audience of over two thousand people were interspersed with live feeds of the game competition. The strange world of StarCraft, populated and fought over by human Terrans, otherworldy Protoss, and creepy insectoid Zergs, shared screen time with the faces of the players, commentators, and audience that filled the large theater. Yet there was also another set of spectators—ones solely participating online. Along with thousands of others around the world, I was watching this match in real-time over the internet. On our screens, alongside the video piping out from Paris, a chat stream (an old-school Internet Relay Chat [IRC] channel) flowed by with hundreds of people talking to each other about the event, and cheering through text and emoticons. (apartes del texto)

Autor

T. L. Taylor. autor

Fuente

http://watchmeplay.cc/wp-content/uploads/2018/10/WatchMePlayCC.pdf

Editor

Princeton University Press.

Fecha

2018

Derechos

This ebook is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Formato

pdf

Idioma

Ingles

Tipo

Libro Digital

Identificador

9780691165967

Cobertura

Estados unidos
2012- Actualidad