2023
DOI: 10.1016/j.jss.2023.111630
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Streaming software development: Accountability, community, and learning

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Cited by 3 publications
(2 citation statements)
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“…Several studies have analysed the Twitch phenomenon from various perspectives, including the following: from a technical viewpoint (Khan et al, 2022;Kokinda and Rodeghero, 2023); from a media perspective (Criado, 2022;Marín, Valero & Rojas-Torrijos, 2022;García Rivero, Martínez & Bonales, 2022); from a social standpoint (Ringland et al, 2016;Johnson, 2018;Navarro & Tapiador, 2023); and from the vantage point of communicative issues (Vosmeer et al, 2016;Gros et al, 2017;Hilvert-Bruce, Neill & Sjöblom, 2018;Wulf, Schneider & Beckert, 2018;Kohls, Hiler & Cook, 2023;Speed, Burnett & Robinson, 2023). However, in spite of these efforts, we are still in the early stages of academic research on this phenomenon (Hu, Zhang & Wang, 2017;Hilvert-Bruce, Neill & Sjöblom, 2018).…”
Section: Twitchmentioning
confidence: 99%
“…Several studies have analysed the Twitch phenomenon from various perspectives, including the following: from a technical viewpoint (Khan et al, 2022;Kokinda and Rodeghero, 2023); from a media perspective (Criado, 2022;Marín, Valero & Rojas-Torrijos, 2022;García Rivero, Martínez & Bonales, 2022); from a social standpoint (Ringland et al, 2016;Johnson, 2018;Navarro & Tapiador, 2023); and from the vantage point of communicative issues (Vosmeer et al, 2016;Gros et al, 2017;Hilvert-Bruce, Neill & Sjöblom, 2018;Wulf, Schneider & Beckert, 2018;Kohls, Hiler & Cook, 2023;Speed, Burnett & Robinson, 2023). However, in spite of these efforts, we are still in the early stages of academic research on this phenomenon (Hu, Zhang & Wang, 2017;Hilvert-Bruce, Neill & Sjöblom, 2018).…”
Section: Twitchmentioning
confidence: 99%
“…The development of the Internet through local area networks (LAN) gave gamers opportunities to play and test their competitive skills against each other despite their current location. The creation of streaming platform called ‘Twitch.tv’ in 2011 opened up the opportunities for online broadcasting and brought competitive gaming and tournaments across a variety of games like Counter-Strike, Dota 2, League of Legends, Fortnite to the masses and spread them all over the globe (Kokinda and Rodeghero, 2023). Since then, the popularity of eSports events has skyrocketed.…”
Section: Introductionmentioning
confidence: 99%