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This paper examines the emergence of live game streaming on platforms such as Twitch as a distinct form of audience engagement with videogames, one that does not require the active, moment-to-moment participation traditionally associated with play. The authors argue that participation and interactivity, long considered defining qualities of the medium, now operate across a spectrum that allows viewers to take on roles ranging from spectator to active influencer. The study frames this shift against a historical backdrop, noting that arcade culture was originally a public spectacle before gaming retreated into private spaces, and that recent phenomena such as widely viewed commentary videos and major esports championships have returned gaming to a public, performative setting.
The paper's central design argument concerns the use of chat-based audience input to influence gameplay. Experiments such as "Twitch Plays" titles, Choice Chamber, and City Stream demonstrate how audiences can vote on decisions or collectively control game inputs, transforming single-player experiences into social ones. The authors propose that such approaches open new possibilities for game AI, in which human judgment supplements automated systems where procedural generation falls short in variety or contextual awareness.
The empirical component consists of nine in-depth interviews with regular live-stream participants, recruited through personal networks, known broadcasters, active viewers, and online community forums. The study is exploratory and preliminary, with transcripts still under analysis at the time of writing. Early findings suggest that viewers are motivated by educational goals, entertainment derived from a broadcaster's performance, and social interaction with other audience members. The authors indicate that future work will refine how participation and interaction can be conceptualized from this emerging audience position.
Bryter · 2026