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JSTOR_on1048895825 |
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|a UAMI
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1 |
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|a Taylor, T. L.,
|e author.
|
245 |
1 |
0 |
|a Watch me play :
|b Twitch and the rise of game live streaming /
|c T.L. Taylor.
|
264 |
|
1 |
|a Princeton, New Jersey :
|b Princeton University Press,
|c 2018.
|
300 |
|
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|a 1 online resource (x, 298 pages, 16 unnumbered pages of plates) :
|b illustrations (some color)
|
336 |
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|a text
|b txt
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|a computer
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|a online resource
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347 |
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|a text file
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490 |
1 |
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|a Princeton studies in culture and technology
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504 |
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|a Includes bibliographical references (pages 263-291) and index.
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0 |
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|a Broadcasting ourselves -- Networked broadcasting -- Home studios : transforming private play into public entertainment -- Esports broadcasting : ditching the TV dream -- Regulating the networked broadcasting frontier -- Live streaming as media.
|
520 |
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|a A look at the revolution in game live streaming and esports broadcasting. Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters-and each other-through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T.L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
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588 |
0 |
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|a Online resource; title from PDF title page (EBSCO, viewed August 22, 2018)
|
546 |
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|a In English.
|
590 |
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|a JSTOR
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590 |
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|
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|b Books at JSTOR All Purchased
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650 |
|
0 |
|a Video games
|x Social aspects.
|
650 |
|
0 |
|a Fantasy games
|x Social aspects.
|
650 |
|
0 |
|a Role playing
|x Social aspects.
|
650 |
|
0 |
|a Live streaming.
|
650 |
|
6 |
|a Jeux sur Internet
|x Aspect social.
|
650 |
|
6 |
|a Jeu de rôle
|x Aspect social.
|
650 |
|
6 |
|a Jeux vidéo
|x Aspect social.
|
650 |
|
6 |
|a Diffusion en continu en direct.
|
650 |
|
7 |
|a GAMES
|x Board.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Virtual Worlds.
|2 bisacsh
|
650 |
|
7 |
|a Video games
|x Social aspects.
|2 fast
|0 (OCoLC)fst01166440
|
650 |
|
7 |
|a Live streaming.
|2 fast
|0 (OCoLC)fst02003472
|
650 |
|
7 |
|a Fantasy games
|x Social aspects.
|2 fast
|0 (OCoLC)fst00920843
|
650 |
|
7 |
|a Role playing
|x Social aspects.
|2 fast
|0 (OCoLC)fst01099626
|
653 |
|
0 |
|a Twitch gameplay.
|
776 |
0 |
8 |
|i Print version:
|z 0691183554
|z 9780691183558
|w (OCoLC)1028167032
|
776 |
0 |
8 |
|i Print version:
|a Taylor, T.L.
|t Watch me play.
|d Princeton ; Oxford : Princeton University Press, [2018]
|z 9780691165967
|w (DLC) 2018946247
|w (OCoLC)1028167032
|
830 |
|
0 |
|a Princeton studies in culture and technology.
|
856 |
4 |
0 |
|u https://jstor.uam.elogim.com/stable/10.2307/j.ctvc77jqw
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