Streaming Live from The Playroom! Media Identity, Design and Trojan Horses
Publication date
Authors
DOI
Document Type
Master Thesis
Metadata
Show full item recordCollections
License
CC-BY-NC-ND
Abstract
A tech demo for demonstrating the use of the PlayStation 4, The Playroom has shifted from being a game to becoming a platform for multiple uses. The objective of this Thesis is to analyze the media identity of The Playroom, discovering its historical and socio-cultural significance. By utilizing these concepts through a framework of affordance analysis, game studies and participatory culture, we can further our understanding of the complex networks that make up live-streaming culture. In addition, this thesis will explore real-world examples of streaming practices and community interactions that turn The Playroom into what it is.
Keywords
Social Sharing, video games, design, appropriation, television, live streaming, participatory culture