Week 10: The Effect of Live Video Game Streaming Within The Public Sphere
A gaming community is a common sector within the games industry, those who identify themselves as a gamer are more accepted within this community than those who casually game. This idea, therefore, suggests the importance digital citizens within the gaming community have on the public sphere as a whole in media. A gaming community is similar to any social community online, where like-minded people gather together in an online forum space bonded by skills, talent and overall, the love for video games. It is this that affects the video game live streaming industry, in both a positive and a negative connotation.
Live game streaming platforms are becoming incredibly popular, especially with an increase in internet bandwidth and a rise in the development of new web services, somewhat due to the pandemic. This creates the opportunity for any online user to stream whatever they like for other consumers to engage with, furthermore suggesting the idea that live streaming is constantly changing and impacting video gaming (Smith 2013).
The creation and development of live streaming services allow for an online gaming community to be formed within the public sphere. This benefits digital citizens within the sphere as it allows them to bond with others in the gaming world. Studies have shown that there has been not only a decrease in depression and loneliness rates, socialising through video games has increased the overall motivation of those to maintain social connections whilst continuing to be part of an online community (Bowman 2022). Thus, resulting in a positive influence the public sphere has over the video gaming service industry.
Video streaming allows gamers to individually have control over the way in which they play and watch live streams with other users, this can either benefit or impact the experience of live streaming. It is this idea that can negatively affect one’s interaction with live streaming. Online harassment, trolling, violent language, and inappropriate behaviour are all common occurrences within the community that therefore contribute to the negative effects an online community can create (Ramirez 2022).
With a global audience, live streaming allows gamers from all around the world to join together through their passion for gaming, thus creating a sphere that is widely recognised within society. This group of individual digital citizens are one of the most well established and well-respected communities online due to their overall successful relationships with each other. In recent years the expansion of this community has resulted in an increase in-group members, the rise of esports has also contributed to the growth in the online community (Taylor 2018). Overall, the live video streaming community is a successful community-based group within the public sector.
References:
Bowman, N., Rieger, D. & Lin, T. 2022. ‘Social Video Gaming and Well-Being’ Current Opinion in Psychology. [online] Available at <https://www.sciencedirect.com/science/article/pii/S2352250X22000264?casa_token=ZKd7teaup1cAAAAA:oXZuJ5Y_LIZklcsij7nw74BYoQydEZkoO5LR5B8tV24y0EYQmaTKIbc0vYdCvHyyaPtJJ_P1kxN2#! >
Ramirez, L. 2022. ‘Exploring the Connection Between Playing Video Games and Watching Video Game Streaming: Relationships With Potential Problematic Uses’ Computers in Human Behavior. [online] Available at < https://www.sciencedirect.com/science/article/pii/S0747563221004532 >
Smith, T., Obrist, M. & Wright, P. 2013. ‘Live-streaming changes the (video) game’. [online] Available at < https://dl.acm.org/doi/pdf/10.1145/2465958.2465971 >
Taylor, T. 2018. ‘Twitch and the Rise of Game Live Streaming’ Watch Me Play. [online] Available at < https://www.jstor.org/stable/j.ctvc77jqw >













