流媒体的矛盾心理:直播与独立游戏开发。

Convergence (London, England) Pub Date : 2021-12-01 Epub Date: 2021-07-28 DOI:10.1177/13548565211027809
Felan Parker, Matthew E Perks
{"title":"流媒体的矛盾心理:直播与独立游戏开发。","authors":"Felan Parker, Matthew E Perks","doi":"10.1177/13548565211027809","DOIUrl":null,"url":null,"abstract":"<p><p>Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like <i>Fortnite</i> and <i>League of Legends</i> owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independent game developers, the costs and benefits of streaming are less clear. Based on interviews with small commercial indie developers in Toronto and Montréal, this article critically examines different discourses around streaming and commercial indie games, focusing on developer perceptions of the benefits and risks of streaming and its impacts on indie game-making practices, including production, promotion, and community-building. Contrary to persistent popular myths about streaming as the key to 'discoverability', commercial indie game development remains a precarious form of cultural work, and indie games collectively attract only a tiny fraction of the overall audience on streaming platforms. There is a high level of uncertainty about the factors that led to a given game's success, leaving many indie developers ambivalent about leveraging influencer attention and even as they commit significant time and energy trying to doing so.</p>","PeriodicalId":72707,"journal":{"name":"Convergence (London, England)","volume":"27 6","pages":"1735-1752"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8669207/pdf/","citationCount":"0","resultStr":"{\"title\":\"Streaming ambivalence: Livestreaming and indie game development.\",\"authors\":\"Felan Parker, Matthew E Perks\",\"doi\":\"10.1177/13548565211027809\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like <i>Fortnite</i> and <i>League of Legends</i> owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independent game developers, the costs and benefits of streaming are less clear. Based on interviews with small commercial indie developers in Toronto and Montréal, this article critically examines different discourses around streaming and commercial indie games, focusing on developer perceptions of the benefits and risks of streaming and its impacts on indie game-making practices, including production, promotion, and community-building. Contrary to persistent popular myths about streaming as the key to 'discoverability', commercial indie game development remains a precarious form of cultural work, and indie games collectively attract only a tiny fraction of the overall audience on streaming platforms. There is a high level of uncertainty about the factors that led to a given game's success, leaving many indie developers ambivalent about leveraging influencer attention and even as they commit significant time and energy trying to doing so.</p>\",\"PeriodicalId\":72707,\"journal\":{\"name\":\"Convergence (London, England)\",\"volume\":\"27 6\",\"pages\":\"1735-1752\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8669207/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Convergence (London, England)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/13548565211027809\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2021/7/28 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Convergence (London, England)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/13548565211027809","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2021/7/28 0:00:00","PubModel":"Epub","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

各种规模的商业游戏制作商越来越多地将直播纳入游戏开发周期的各个阶段。堡垒之夜》(Fortnite)和《英雄联盟》(League of Legends)等主流热门游戏的持续成功在很大程度上归功于流媒体的大量使用,而大型发行商推出的三A级游戏也有望在流媒体平台上获得极大关注。但规模较小、预算较低的游戏呢?对于独立游戏开发商来说,流媒体的成本和收益并不那么明确。本文基于对多伦多和蒙特利尔小型商业独立游戏开发商的访谈,批判性地审视了围绕流媒体和商业独立游戏的不同论述,重点关注开发商对流媒体收益和风险的看法,以及其对独立游戏制作实践(包括制作、推广和社区建设)的影响。与流媒体是 "可发现性 "的关键这一长期流行的神话相反,商业独立游戏开发仍然是一种岌岌可危的文化工作形式,独立游戏总体上只吸引了流媒体平台总体受众中的一小部分。导致某款游戏成功的因素具有高度不确定性,这使得许多独立游戏开发者在利用有影响力者的关注度方面态度暧昧,即使他们投入了大量时间和精力来尝试这样做。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

摘要图片

摘要图片

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Streaming ambivalence: Livestreaming and indie game development.

Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independent game developers, the costs and benefits of streaming are less clear. Based on interviews with small commercial indie developers in Toronto and Montréal, this article critically examines different discourses around streaming and commercial indie games, focusing on developer perceptions of the benefits and risks of streaming and its impacts on indie game-making practices, including production, promotion, and community-building. Contrary to persistent popular myths about streaming as the key to 'discoverability', commercial indie game development remains a precarious form of cultural work, and indie games collectively attract only a tiny fraction of the overall audience on streaming platforms. There is a high level of uncertainty about the factors that led to a given game's success, leaving many indie developers ambivalent about leveraging influencer attention and even as they commit significant time and energy trying to doing so.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
QR codes during the pandemic: Seamful quotidian placemaking Mapping an online production network: The field of 'actual play' media. "Through the digits, through the fingers": Variations on the string figure as imaginary digital medium. Shades of digital deception: Self-presentation among men seeking men on locative dating apps. Conspiracy theories in digital environments: Moving the research field forward.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1