Gaming Communities, Social Gaming and Live Streaming
With the rise of participatory culture has also come the rise of gaming communities and live streaming, which has enabled the industry to be highly monetised and increasingly networked.
According to Taylor, there has been three ‘waves’ of gaming advancements since the 1970s. The first wave was anchored in arcades and home consoles, follow by a second wave in the 1990s through to 2010, which revolved around the introduction of the internet and its power of enabling multiplayer connections and global networking between individual gamers (Taylor, 2018). The final wave facilitated the growth of live streaming and jump-started the Esports industry into the televisual hybrid gaming and entertainment platform it is today. Around 2010, the rapid trend of different game-making tools, practices, and communities also began to challenge the conventional approaches to videogame production in the triple A industry (Chia et al, 2020).
The phenomenon of live streaming is owed to Twitch, a broadcast platform that hosted 2.2-plus million unique broadcasters per month in 2017, with 17,000-plus members in the Twitch Partner Program and 110,000 “creators” in the Affiliates Program receiving revenue for their streaming, as well as 10 million daily active users (Taylor, 2018). Players have the opportunity to engage with an audience that shares a common interest in “observing, commenting and playing alongside them”, ultimately transforming “private play into public entertainment” (Taylor, 2018). The occurrence of “networked broadcasting”, through audiences being able to interact with streamers in real time through chat window features, has been essential to the creation of digital communities within the gaming world (Taylor, 2018).
Another interesting category of gaming, referred to as social network gaming, has been pivotal in the expansion of gaming culture and usage to formerly excluded demographics within the community, such as females and middle to elderly aged persons. SNGs are played via social networking sites such as Facebook, and utilise a player’s ‘friend list’ to create competitions, in-app messaging and leader boards (Bergstrom, 2021). Due to the leisurely nature of SNGs, typically requiring a player to do short activities, they have been “framed as an easier entry point for girls and women into broader gaming cultures” (Bergstrom, 2021).
Gaming culture has always centred around connecting individuals with common interests, and the explosion of online streaming and various categories of gaming that include broader demographics, has only further contributed to the digitally networked community we see today.
References
Bergstrom, K. (2021) ‘Anti-social social gaming: community conflict in a Facebook game’, Critical studies in media communication, Vol. 38 (1), pp. 61-74.
Chia. A, Keogh. B, Leorke, D. & Nicoll, B. (2020). ‘Platformisation in game development’, Internet Policy Review, Vol. 9 (4), pp. 1-23.
Taylor, T.L. (2018). ‘Broadcasting ourselves’, Watch Me Play: Twitch and the Rise of Game Live Streaming, Princeton University Press, pp. 1-23.














