Twitch, the gen Z TV

Authors

DOI:

https://doi.org/10.31637/epsir-2024-626

Keywords:

Twitch, SLSS, streamer, content, audiovisual, platform, streaming, IRL

Abstract

Introduction: For gen Z, streaming is a new concept of what it is to watch television. The streaming era is marked by changing trends in audiovisual distribution and advertising models. SLSS social live streaming services emerge from online multimedia communities. Twitch, has evolved to become the second most popular SLSS live streaming social service in terms of viewership.  This work focuses on streamers who create content in Spanish in the IRL (In Real Life) category. Methodology: The present work is based on a mixed methodology that included an exhaustive review of the literature and in-depth interviews in Cali, Colombia. Results: Colombian streamers are closer to their community, the interactions are more genuine and the slang helps with this connection. Discussions: Could Twitch be the emergence of a new ad-free standard in the audiovisual production and distribution industry, parallel to that of television and other platforms? Conclusions: Twitch presents potential for colombian streamers because countries like Chile and Peru, with fewer inhabitants, provide even twice as many Top streamers in the IRL category.

Downloads

Download data is not yet available.

Author Biography

Carlos Jiménez-Prado, Universidad Autónoma de Occidente

Professor of Advertising and Marketing at the Faculty of Administrative Sciences of the Universidad Autónoma de Occidente in Cali, Colombia. MBA from the Politecnico di Milano and professional in Marketing and Advertising from the Politecnico Grancolombiano. Consultant, researcher, lecturer, organizer of workshops and conferences on leadership, business, Design Thinking and advertising. His research focuses mainly on new media and the evolution of audiovisual distribution as an advertising medium, webseries, branded content, the advertising community in Colombia, territorial marketing, social marketing to educate about the advertising of ultra-processed products and the evolution of the household cleaning category. He is a member of the GIMPU research group.

References

Abarbanel, B. y Johnson, M. (2020). Gambling engagement mechanisms in Twitch live streaming. International Gambling Studies, 20(3), 393–413. https://doi.org/10.1080/14459795.2020.1766097 DOI: https://doi.org/10.1080/14459795.2020.1766097

Aguilar, M. (2020). Twitch, la red social de gamers, terreno fertil para marcas e influencers. TopicFlower. https://bit.ly/3y0hlCY

Ask, K., Spilker, H. S. y Hansen, M. (2019). The politics of user-platform relationships: Co-scripting live-streaming on Twitch.tv. First Monday, 24(7). https://doi.org/10.5210/fm.v24i7.9648

Ask, K., Spilker, H. S. y Hansen, M. (2018). The politics of streaming platforms: Co-scripting features of live-streaming on Twitch. Working paper, in review. Trondheim: NTNU. https://doi.org/10.5210/fm.v24i7.9648 DOI: https://doi.org/10.5210/fm.v24i7.9648

Benselin, J. C. y Ragsdell, G. (2016). Information Overload: The differences that age makes. Journal of Librarianship and Information Science, 48(3), 284-297. https://doi.org/10.1177/0961000614566341 DOI: https://doi.org/10.1177/0961000614566341

Bingham, C. M. (2020). Talking about Twitch: Dropped frames and a normative theory of new media production. Convergence, 26(2), 269-286. https://doi.org/10.1177/1354856517736974 DOI: https://doi.org/10.1177/1354856517736974

Bonner, F. (2003). Ordinary Television: Analyzing popular TV. New Delhi: Sage Publications. DOI: https://doi.org/10.4135/9781446221716

Burroughs, B. y Rama, P. (2015). The eSports Trojan Horse: Twitch and streaming futures. Journal of Virtual Worlds Research, 8(2), 1–5. https://doi.org/10.4101/jvwr.v8i2.7176 DOI: https://doi.org/10.4101/jvwr.v8i2.7176

Churchill, B. y Xu, W. (2016, octubre 8). The modem nation: A first study on Twitch.tv social structure and player/game relationships. En: Proceedings of the2016 IEEE international conferences on BDCloud, SocialCom, SustainCom, Atlanta, GA, USA. https://doi.org/10.1109/BDCloud-SocialCom-SustainCom.2016.43 DOI: https://doi.org/10.1109/BDCloud-SocialCom-SustainCom.2016.43

Deloitte (2024). Digital media trends. https://bit.ly/4d4E67H

Durlach, N. y Slater, M. (2000). Presence in shared virtual environments and virtual togetherness. Presence: Teleoperators and Virtual Environments, 9(2), 214–217. https://doi.org/10.1162/105474600566736 DOI: https://doi.org/10.1162/105474600566736

Ericsson Consumer Lab (2017). Report on TV and Media 2017: A consumer-driven future of media. https://bit.ly/465tROj

Gamir-Ríos, J., Cano-Orón, L. y García-Casas, D. (2024). Twitch’s Second Phase of Development: Analyzing Streamer Profiles and Content Trends That Boost Its Evolution into a Mass Media. Games and Culture, 0(0), 1-23 https://doi.org/10.1177/15554120241257030 DOI: https://doi.org/10.1177/15554120241257030

Gaudiosi, J. (2016). Twitch launching ‘rocket league’ into eSports. Fortune. http://fortune.com/2016/03/02/twitch-launching-rocket-league-into-esports/.

Gutiérrez, J. F. y Cuartero, A. (2020). El auge de Twitch: nuevas ofertas audiovisuales y cambios del consumo televisivo entre la audiencia juvenil. Ámbitos, 50, 159-175. https://doi.org/10.12795/Ambitos.2020.i50.11 DOI: https://doi.org/10.12795/Ambitos.2020.i50.11

George, D. (2015). Rocket league got heavy Twitch stream play last month. Gameside. https://bit.ly/3LoZLM2

Hamilton, W. A., Garretson, O. y Kerne, A. (2014, abril 26). Streaming on Twitch: Fostering participatory communities of play within live mixed media. En Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, New York NY, USA. https://doi.org/10.1145/2556288.2557048 DOI: https://doi.org/10.1145/2556288.2557048

Iyer, R. (2023). Q3 2023 Global Live Streaming Landscape: YouTube Gaming breaks records, Kick continues upward trajectory. https://acortar.link/vYKMDq

Jacobs, N. y Booth, P. (2021). Converging experiences, converging audiences: An analysis of doctor who on Twitch. Convergence, 27(5), 1324–1342. https://acortar.link/Zz1CyN DOI: https://doi.org/10.1177/1354856520976447

Jenkins, H. (2006). Convergence Culture: Where old and new media collide. New York: New York University Press.

Johnson, M. R. (2018). Inclusion and Exclusion in the Digital Economy: Disability and Mental Health as a Live Streamer on Twitch.tv. Information, Communication and Society, 22(4), 506-520. http://doi.org/10.1080/1369118X.2018.1476575 DOI: https://doi.org/10.1080/1369118X.2018.1476575

Johnson, M. R. y Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4) 1-11. https://doi.org/10.1177/2056305119881694 DOI: https://doi.org/10.1177/2056305119881694

Johnson, M. R. y Woodcock, J. (2019). ‘It’s like the gold rush’: the lives and careers of professional video game streamers on Twitch. tv. Information, Communication & Society, 22(3), 336-351. https://doi.org/10.1080/1369118X.2017.1386229 DOI: https://doi.org/10.1080/1369118X.2017.1386229

Johnson, M. R. y Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society 41(5) 670-688. https://doi.org/10.1177/0163443718818363 DOI: https://doi.org/10.1177/0163443718818363

Kaytoue, M., Silva, A., Cerf, L., Meira Jr, W. y Raïssi, C. (2012, abril 16). Watch me playing, I am a professional: a first study on video game live streaming. En Proceedings of the 21st international conference on world wide web, New York NY, USA. https://doi.org/10.1145/2187980.2188259 DOI: https://doi.org/10.1145/2187980.2188259

Kim, M. y Kim, H. M. (2022). What online game spectators want from their Twitch streamers: Flow and well-being perspectives. Journal of Retailing and Consumer Services, 66. https://doi.org/10.1016/j.jretconser.2022.102951. DOI: https://doi.org/10.1016/j.jretconser.2022.102951

Leith, A. (2021). Parasocial cues: The ubiquity of parasocial relationships on Twitch. Communication Monographs, 88(1), 111-129. https://doi.org/10.1080/03637751.2020.1868544 DOI: https://doi.org/10.1080/03637751.2020.1868544

Livingstone, S. (2015). Active Audiences? The debate progresses but is far from resolved. Communication Theory, 25(4), 439-446. https://doi.org/10.1111/comt.12078 DOI: https://doi.org/10.1111/comt.12078

Market Research Future (2021). Live streaming market size share industry demand global analysis, 2027. https://www.marketresearchfuture.com/reports/live-streaming-market-10134

Martín, E. (2021). Twitch: ¿Qué ofrece la nueva red social de moda? El Correo. https://bit.ly/3WaJPlw

Moseley, R., Wheatley, H. y Wood, H. (2014). Introduction: Television in the afternoon. Critical Studies in Television, 9(2), 1–19. https://doi.org/10.7227/CST.9.2.1 DOI: https://doi.org/10.7227/CST.9.2.1

Napoli, P. M. (2012). Audience Evolution and the Future of Audience Research. International Journal on Media Management, 14(2), 79-97. https://doi.org/10.1080/14241277.2012.675753 DOI: https://doi.org/10.1080/14241277.2012.675753

Nematzadeh, A., Ciampaglia, G. L., Ahn, Y. Y. y Flammini, A. (2016). Information overload in group communication: from conversation to cacophony in the Twitch chat. Royal Society open science, 6(10). https://arxiv.org/abs/1610.06497 DOI: https://doi.org/10.1098/rsos.191412

Payne, M. T. (2022). Twitch.tv: Tele-visualizing the arcade. En D. Johnson (Ed.), From networks to Netflix: A guide to changing channels (pp. 311-321). Routledge. DOI: https://doi.org/10.4324/9781003099499-32

Podara, A., Matsiola, M., Kotsakis, R., Maniou, T. A. y Kalliris, G. (2021). Generation Z’s screen culture: Understanding younger users’ behaviour in the television streaming age–The case of post-crisis Greece. Critical Studies in Television, 16(2), 91-109. https://doi.org/10.1177/17496020211005395 DOI: https://doi.org/10.1177/17496020211005395

Podara, A., Matsiola, M., Kalliris, G., Nicolaou, C. y Maniou, T. A. (2020). Transformation of Television Viewing Practices in Greece: Generation Z and audiovisual content. Journal of Digital Media & Policy, 13(2), 157-179 https://doi.org/10.1386/jdmp_00034_1 DOI: https://doi.org/10.1386/jdmp_00034_1

Purcell, D. (2016). Twitch y Psyonix combine to launch rocket league championship series. Gamezone. https://bit.ly/3Y6nmIZ

Quintas-Froufe, N. y González-Neira, A. (2022, septiembre 1). First studies of the migration of television content to Twitch in Spain. En Á. Rocha, D. Barredo, P. C. López-López, y I. Puentes-Rivera (Eds.), Communication and smart technologies: Proceedings of ICOMTA 2021, Bogotá Colombia. https://doi.org/10.1007/978-981-16-5792-4_36 DOI: https://doi.org/10.1007/978-981-16-5792-4_36

Rheingold, H. (2000). The Virtual Community, Revised Edition: Homesteading on the Electronic Frontier. Cambridge, MA: The MIT Press. https://acortar.link/5ZYNDB DOI: https://doi.org/10.7551/mitpress/7105.001.0001

Rubin, A. M. (1984). Ritualized and Instrumental Television Viewing. Journal of Communication 34(3), 67-77. https://doi.org/10.1111/j.1460-2466.1984.tb02174.x DOI: https://doi.org/10.1111/j.1460-2466.1984.tb02174.x

Sanson, K. y Steirer, G. (2019). Hulu, streaming, and the contemporary television ecosystem. Media, Culture & Society, 41(8), 1210-1227. https://doi.org/10.1177/0163443718823144 DOI: https://doi.org/10.1177/0163443718823144

Shared Be (2020). Twitch desbanca a Youtube entre los gamers. https://acortar.link/GfKQBk

Siapera, E., Kirk, N. y Doyle, K. (2019). Netflix and Binge: Exploring new cultures of consumption. Final Report. Broadcasting Authority of Ireland. https://acortar.link/gEm1iw

Siutila, M. (2018). The gamification of gaming streams. GamiFIN Conference, 131–140. https://ceur-ws.org/Vol-2186/paper16.pdf

Sixto-García, J. y Losada-Fernández, D. (2023). Spanish Twitch streamers: Personal influence in a broadcast model akin to television. Convergence, 29(3), 713-729. https://doi.org/10.1177/13548565221149892 DOI: https://doi.org/10.1177/13548565221149892

Sjöblom, M., Törhönen, M., Hamari, J. y Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20–28 https://doi.org/10.1016/j.chb.2018.10.012 DOI: https://doi.org/10.1016/j.chb.2018.10.012

SocialPubli (2020). Marketing en Twitch con influencers. https://socialpubli.com/es/blog/twitch-influencers/

Sotamaa, O. (2010). When the game is not enough: motivations and practices among computer game modding culture. Games and Culture, 5(3), 239-255. https://doi.org/10.1177/1555412009359765 DOI: https://doi.org/10.1177/1555412009359765

Spilker, H. S., Ask, K. y Hansen, M. (2018). The new practices and infrastructures of participation: how the popularity of Twitch.tv challenges old and new ideas about television viewing, Information, Communication & Society, 23(4), 605-620 https://doi.org/10.1080/1369118X.2018.1529193 DOI: https://doi.org/10.1080/1369118X.2018.1529193

Švelch, J. y Švelch, J. (2022). Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors. New Media and Society, 24(5), 1097-1115. https://doi.org/10.1177/1461444820971778 DOI: https://doi.org/10.1177/1461444820971778

Tapscott, D. (2008). Growing Up Digital. Boston: McGraw-Hill Education.

Terranova, T. (2004). Network Culture: Politics for the Information Age. London: Pluto Press

Twitch (2015). The 2015 retrospective. Twitch. www.twitch.tv/year/2015

Twitch (2022). Categories. https://www.twitch.tv/directory/

TwitchTracker (2024). Twitch Statics & Charts. https://twitchtracker.com/statistics

Veglis, A. y Maniou, T. A. (2018). The Mediated Data Model of Communication Flow: Big data and data journalism. KOME: An International Journal of Pure Communication Inquiry, 6(2), 32-43. https://real.mtak.hu/93478/1/KOME_VeglisManiou.pdf DOI: https://doi.org/10.17646/KOME.2018.23

Wolff, G. H. y Shen, C. (2024). Audience size, moderator activity, gender, and content diversity: Exploring user participation and financial commitment on Twitch. tv. New Media & Society, 26(2), 859-881. https://doi.org/10.1177/14614448211069996 DOI: https://doi.org/10.1177/14614448211069996

Wohn, D. Y., Jough, P., Eskander, P., Siri, J. S., Shimobayashi, M. y Desai, P. (2019, Octubre 22). Understanding digital patronage: Why do people subscribe to streamers on Twitch? En Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Barcelona, Spain. https://doi.org/10.1145/3311350.3347160 DOI: https://doi.org/10.1145/3311350.3347160

Zimmer, F., Scheibe, K. y Stock, W.G. (2018, Julio 15). A model of information behavior research on social live streaming services (SLSSs). En: International Conference on Social Computing and Social Media, Las Vegas, NV, USA. https://acortar.link/VbUQoJ DOI: https://doi.org/10.1007/978-3-319-91485-5_33

Zhao, K., Hu, Y., Hong, Y. y Westland, J. C. (2019). Understanding Characteristics of Popular Streamers on Live Streaming Platforms: Evidence from Twitch.tv Journal of the Association for Information Systems. http://dx.doi.org/10.2139/ssrn.3388949 DOI: https://doi.org/10.2139/ssrn.3388949

Published

2024-09-10

How to Cite

Jiménez-Prado, C. (2024). Twitch, the gen Z TV. European Public & Social Innovation Review, 9, 1–16. https://doi.org/10.31637/epsir-2024-626

Issue

Section

INNOVATING IN SOCIAL AND COMMUNICATION NETWORKS