Game Streamers’ Practices on Twitch and Management of Well-Being

  title={Game Streamers’ Practices on Twitch and Management of Well-Being},
  author={Valerie Yu and Katrina Alvarez and Vivian Hsueh-hua Chen},
  journal={Journal of Communication Technology},
There has been a noticeable increase in coverage and academic research on the physical and psychological well-being of game streamers. Existing studies have identified challenges and possible negative effects to streamers’ well-being, and they have also explored how streamers utilize the technological features of streaming platforms in their streaming practices. However, scant research has investigated the links between the use of platform features and the management of well-being issues. This… 
Community and Capital: Experiences of Women Game Streamers in Southeast Asia
This study explores how women game live streamers in Southeast Asia make sense of their experiences as performers and gamers on streaming platforms dominated by Western products and performers. We
Well-being in the Digital Age: Introducing the Special Issue of Communication Technology and Well-being (Part II) [Editor’s Note]
  • Linwan Wu
  • Psychology
    Journal of Communication Technology
  • 2021
There are always concerns for people’s well-being in the current digital age. We are not unfamiliar with the worries that the usage of digital media may increase people’s stress, cause more


Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3’s trends on and Steam platforms
The findings of an empirical inquiry guided by the key concepts of “platform” and “actor–network theory” with the support of a novel network visualization technique are presented by addressing a still poorly investigated topic.
Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on
ABSTRACT In this paper I explore economic and inclusion opportunities for people with disabilities and mental health issues afforded by ‘live streaming’ ‒ the live broadcast of one’s activities over
Performing Game Development Live on Twitch
This study asks how and in what ways professional game developers engage in co-creative acts with their viewers and how they engage in game talk in their design process on
The imperative to be seen: The moral economy of celebrity video game streaming on
It is shown that Twitch is a platform that allows neoliberal aspirations to play out through competitive performance and is presented as illustrative of the broader phenomenon of ‘digital celebrity’ and its practices reflect changes in work opportunities and social identity.
Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play
Despite the growing popularity of eSports, the poor representation of women players points to a need to understand the experiences of female players during competitive gaming online. The present
Nothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming
ABSTRACT Since the mid-2010s, live streaming has become an increasingly prominent facet of the cultural and commercial landscape of video games. Twitch, the largest streaming platform, reports that
Player one, playing with others virtually: what’s next in game and player studies
ABSTRACT This essay describes current research in player studies, focusing on how play is a social activity, and how sociality is mediated and performed in a variety of settings. It starts by
When Game Becomes Life
This work provides the first comprehensive study of gamecast sharing sites, including commercial streaming-based sites such as Amazon’s and community-maintained replay-based Sites such as WoTreplays, and investigates basic characteristics and analyzes the activities of their creators and spectators.
Modeling and Analyzing the Video Game Live-Streaming Community
A model to characterize how streamers and spectators behave, based on their possible actions in Twitch, is proposed and, using it, a case study is performed on the Star craft II streamer and spectators.
Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers
This study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of video content creators (streamers and YouTubers).