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DiGRA
This paper examines how Twitch, the live-streaming platform acquired by Amazon in 2014, has reshaped gameplay sharing and how the speedrunning community, players who attempt to complete games as quickly as possible without cheats, has adapted to it. Its central question is what "Twitch-worthy" gameplay might look like, given that streamers broadcast uncut and live rather than curating highlight reels as on YouTube. The author builds on Postigo's concept of "YouTube-worthy" play to frame this inquiry.
The analysis traces the migration of speedrunning from video archives such as SpeedDemosArchive and YouTube to Twitch, where speedrunning streams now make up a notable share of both creators and viewers. It then identifies emerging streaming conventions in the community, including webcam and microphone use and tiered subscriber benefits, drawing on runners' own accounts of what attracts viewers and what makes a streamer enjoyable to watch. The findings are grounded in interviews the author conducted with members of the community, which form the paper's primary evidence base.
The paper also addresses a recent tension within speedrunning. As the practice has grown from a niche pursuit into one where some runners earn their primary income through streaming, a concern has arisen that the community may be "becoming like eSports," with greater professionalization and monetization. Participants hold varying views on what this means and on what speedrunning fundamentally ought to be, and the paper treats these differing definitions as part of its subject. Overall, the work aims to deepen understanding of Twitch as the dominant platform for online game content and of how live broadcasting reshapes player communities.
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