TY - GEN
T1 - Audience Management Practices of Live Streamers on Twitch
AU - Wohn, Donghee Yvette
AU - Freeman, Guo
N1 - Publisher Copyright:
© 2020 Owner/Author.
PY - 2020/6/17
Y1 - 2020/6/17
N2 - Live streaming is a unique medium that merges different layers of communication by facilitating individual, group, and mass communication simultaneously. Streamers who broadcast themselves on live streaming platforms such as Twitch are their own media entity and have the challenge of having to manage interactions with many different types of online audiences beyond the translucent platform interfaces. Through qualitative interviews with 25 Twitch streamers, in this paper we share streamers' practices of discovering audience composition, categorizing audience groups, and developing appropriate mechanisms to interact with them despite geographical, technological, and temporal limitations. We discuss streamers' appropriation of real-time signals provided by these platforms as sources of information, and their dependence on both technology and voluntary human labor to scale their media entity. We conclude with design recommendations for streaming platforms to provide streamer-centric tools for audience management, especially for knowledge discovery and growth management.
AB - Live streaming is a unique medium that merges different layers of communication by facilitating individual, group, and mass communication simultaneously. Streamers who broadcast themselves on live streaming platforms such as Twitch are their own media entity and have the challenge of having to manage interactions with many different types of online audiences beyond the translucent platform interfaces. Through qualitative interviews with 25 Twitch streamers, in this paper we share streamers' practices of discovering audience composition, categorizing audience groups, and developing appropriate mechanisms to interact with them despite geographical, technological, and temporal limitations. We discuss streamers' appropriation of real-time signals provided by these platforms as sources of information, and their dependence on both technology and voluntary human labor to scale their media entity. We conclude with design recommendations for streaming platforms to provide streamer-centric tools for audience management, especially for knowledge discovery and growth management.
KW - Twitch
KW - audience management
KW - live streaming
KW - self-presentation
UR - http://www.scopus.com/inward/record.url?scp=85090323699&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85090323699&partnerID=8YFLogxK
U2 - 10.1145/3391614.3393653
DO - 10.1145/3391614.3393653
M3 - Conference contribution
AN - SCOPUS:85090323699
T3 - IMX 2020 - Proceedings of the 2020 ACM International Conference on Interactive Media Experiences
SP - 106
EP - 116
BT - IMX 2020 - Proceedings of the 2020 ACM International Conference on Interactive Media Experiences
PB - Association for Computing Machinery, Inc
T2 - 2020 ACM International Conference on Interactive Media Experiences, IMX 2020
Y2 - 17 June 2020 through 19 June 2020
ER -