2017
DOI: 10.1002/jaal.692
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eSports and Streaming: Twitch Literacies

Abstract: This forum highlights and evaluates apps, computer programs, and websites that teachers, students, and other interested parties can use to explore, research, and engage in content learning and literacy practices.

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Cited by 20 publications
(9 citation statements)
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“…Scholars have been studying the literacies inherent in videogaming practices for the better part of almost two decades (Abrams, 2009;Curwood, Magnifico, & Lammers, 2013;Gee, 2004, Gee & Hayes, 2010Gerber, 2008Gerber, , 2009Gerber, , 2017Gerber & Abrams, 2014;& Duncan, 2012;Lammers, 2012;Magnifico, 2012;Selfe & Hawisher, 2007;Steinkuehler, 2007). Gaming literacies are performative, nuanced, and complex, grounded in social and cultural forms of communication not limited to reading, writing, listening, speaking, viewing, and representation, which are key modes of communication for contemporary literacies and methods of meaning making in videogaming (Gerber, 2008).…”
Section: Gaming Literaciesmentioning
confidence: 99%
See 1 more Smart Citation
“…Scholars have been studying the literacies inherent in videogaming practices for the better part of almost two decades (Abrams, 2009;Curwood, Magnifico, & Lammers, 2013;Gee, 2004, Gee & Hayes, 2010Gerber, 2008Gerber, , 2009Gerber, , 2017Gerber & Abrams, 2014;& Duncan, 2012;Lammers, 2012;Magnifico, 2012;Selfe & Hawisher, 2007;Steinkuehler, 2007). Gaming literacies are performative, nuanced, and complex, grounded in social and cultural forms of communication not limited to reading, writing, listening, speaking, viewing, and representation, which are key modes of communication for contemporary literacies and methods of meaning making in videogaming (Gerber, 2008).…”
Section: Gaming Literaciesmentioning
confidence: 99%
“…Because esports is touted as the next videogaming market for businesses and industry to invest in, and because industry reports drive not only research and development inside that venue but also outside of the venue-such as industry reports being used to govern school-wide adoptions of technological programs and innovationsstudying the literacies of the esports ecosystem is necessary. Although current research has examined the literacies developed around esports streaming (Gerber, 2017), esports environments as a pathway to STEM career readiness (Anderson, Tsaanan, Reitman, Lee, Wu, …& Steinkuehler, 2018), the development of teamwork strategies from analog to digital within esports environments with high school students (Gerber, Sweeney, & Pasquini, 2019) and deep learning strategies attained through esports participation (Canning & Betrus, 2017), more research is needed on the development of literacy practices that emerge within a team-based esports ecosystem, particularly a competition-oriented team unit ecosystem.…”
Section: Introductionmentioning
confidence: 99%
“…For instance, streamers want "immediate" interaction with viewers to get valuable input on their work, such as trying out topics for a radio show or discussing ideas for an upcoming book [81]. However, Gerber [30] also cites the value of asynchronous engagement, explaining that streaming services allow gamers to "peer review" past content and provide constructive feedback to other players.…”
Section: Pacingmentioning
confidence: 99%
“…The live-streaming platform Twitch is central in such strife. Twitch is a vital tool in contemporary digital media literacy (Gerber, 2017), widely utilized by esports players (Li et al, 2020), and fosters communities of practice (Richard et al, 2018). It is also the predominant means of esports spectatorship (e.g., Richard et al, 2018;Taylor, 2020); and its streams produce valuable data against which collegiate players measure and analyze their performances (Taylor, 2020).…”
Section: Introductionmentioning
confidence: 99%