Master'sOpen Access

Game streamers and viewers: A case study through twitch.tv

2019
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Advisor: Dr. Öğr. Üyesi Mehmet Emin Balcı

Abstract (EN)

In the 2000s, internet usage has become widespread all over the world, making it accessible to everyone. As a result, the time spent on the internet began to increase rapidly. In addition to the mainstream media types, the use of the Internet has also produced a type of media associated with them. The use of new media and the new relationships it has created have added a new dimension to these developments.The concept of social media and what it brought together added a new dimension to these developments. As a live broadcast event for video games, game broadcasting is one of the most widely used types of new and social media. In game streaming there is an active relationship between the streamer and the viewers. This relationship between the broadcaster and the viewers bears traces of the possibilities and new relationships of cyber culture. In this research, the expansions of late modern individualism and youth culture will be examined in the context of cyber culture and digital games established in this medium. The sample of the research will also be based on the participant observations on the game broadcasting site Twitch.tv and the surveys conducted with the streamers and the viewers on the site.

Author

Dr. Mücahit Baykul

How to Cite

Mücahit Baykul (Master Thesis). Game streamers and viewers: A case study through twitch.tv, 2019, İstanbul University.

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