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How is gamification used by live-streamers on Twitch?
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
2019 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

The purpose of this thesis is to take a deeper look into how gamification is used by live-streamers on Twitch.tv through Streamlabs Open Broadcasting Service. In order to gather our data, we have analyzed previous research done within the subjects of live-streaming, gamification, viewer engagement and gift-giving behavior. In addition, we have conducted interviews and observation to get an understanding about current gamification extensions and their usage within the live-streaming ecosystem. Our findings from observation and interviews seem to support the previous research we analyzed, and overall, both interviewees seem to have a positive outlook towards gamified tools and extensions. In addition, there is room for improvement among the current gamified tools available, as well as for innovation within the market. In conclusion, we believe this knowledge can be helpful to both live-streamers and game designers, as live streamers can find new or better ways to connect and engage with their audience, while software and game developers can take use of the demand for gamification on live-streaming platforms.

Abstract [sv]

Syftet med det här examensarbetet är att fördjupa oss i hur “gamification” används av live-streamers på Twitch.tv genom Streamlabs Open Broadcasting Service. För att samla vår data, har vi analyserat tidigare arbeten och forskning inom beteende i live-streaming, “gamification”, “viewer engagement”(publik-engagemang) och “gift-giving” (gåvor till live-streamers från tittare). Vi har även intervjuat och observerat live-streamers för att få en djupare förståelse av nuvarande “gamification extensions” och hur de fungerar inom live-streaming ekosystemet. Det vi funnit i vår observation och i våra intervjuer verkar stämma överens om det vi läst och analyserat från tidigare forskning och generellt verkar det som att de som deltog i intervjuerna har en positiv syn på “gamifierad” mjukvara och verktyg. Dessutom, finns det rum för förbättring i de verktyg som finns tillgängliga idag, samt för innovation inom marknaden för dessa typer av verktyg. Vi tror att den här kunskapen kan vara hjälpfull för både live-streamers och speldesigners, då live-streamers kan hitta nya och bättre sätt att engagera sin publik, samt för utvecklare inom spel (och annan mjukvara), då de kan utnyttja efterfrågan på gamification inom live-streaming-plattformar.

Place, publisher, year, edition, pages
2019. , p. 23
Keywords [en]
Live streaming, Gamification, Viewer engagement, Gift-Giving, Twitch.tv, Streamlabs OBS
National Category
Media and Communication Studies Design Computer Sciences Software Engineering
Identifiers
URN: urn:nbn:se:uu:diva-542121OAI: oai:DiVA.org:uu-542121DiVA, id: diva2:1911365
Subject / course
Game Design
Educational program
Bachelor's Programme in Game Design and Project Management
Supervisors
Examiners
Available from: 2024-11-11 Created: 2024-11-07 Last updated: 2025-02-24Bibliographically approved

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Citation style
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