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Twitch and Professional Gaming: Playing Video Games As a Career?
Twitch and professional gaming: Playing video games as a career? Teo Ottelin Bachelor’s Thesis May 2015 Degree Programme in Music and Media Management Business and Services Management Description Author(s) Type of publication Date Ottelin, Teo Joonas Bachelor´s Thesis 08052015 Pages Language 41 English Permission for web publication ( X ) Title Twitch and professional gaming: Playing video games as a career? Degree Programme Degree Programme in Music and Media Management Tutor(s) Hyvärinen, Aimo Assigned by Suomen Elektronisen Urheilun Liitto, SEUL Abstract Streaming is a new trend in the world of video gaming that can make the dream of many video gamer become reality: making money by playing games. Streaming makes it possible to broadcast gameplay in real-time for everyone to see and comment on. Twitch.tv is the largest video game streaming service in the world and the service has over 20 million monthly visitors. In 2011, Twitch launched Twitch Partner Program that gives the popular streamers a chance to earn salary from the service. This research described the world and history of video game streaming and what it takes to become part of Twitch Partner Program. All the steps from creating, maintaining and evolving a Twitch channel were carefully explored in the two-month-long practical research process. For this practical research, a Twitch channel was created from the beginning and the author recorded all the results. A case study approach was chosen to demonstrate all the challenges that the new streamers would face and how much work must be done before applying for Twitch Partner Program becomes a possibility. -
Launch a Startup: Workbook
Launch a Startup with Alexis Ohanian + 9 other experts Course Workbook Course Experts Alexis Ohanian Alexis Ohanian is the co-founder of Reddit, one of the world’s most influential websites, and Initialized Capital, a VC firm with investments in companies like Instacart and Coinbase. Michael Preysman Michael Preysman is the founder and CEO of Everlane, a modern essentials fashion retailer challenging incumbents like J. Crew and Banana Republic. Eddy Lu Eddy Lu is the co-founder of GOAT, a category-defining sneaker retailer that raised $100M from Foot Locker in 2019. Tracy Lawrence Tracy Lawrence is the co-founder and CEO of Chewse, a food catering company rewriting the rules of company culture. Ben Jacobs Ben Jacobs is the co-founder of Whistle, the “Fitbit for dogs” acquired by Mars Petcare for more than $100M. Greg Bettinelli Greg Bettinelli is a Partner at Upfront Ventures, the VC powerhouse behind companies like Bird, Ring, and FabFitFun. ii Course Experts Éva Goicochea Éva Goicochea is the co-founder and CEO of Maude, a Vogue-touted startup reframing the conversation around sex. Peter Werner Peter Werner is a partner at top Silicon Valley law firm Cooley LLP, where he’s worked with startups like Allbirds, Opendoor, and Salesforce. Warren Shaeffer Warren Shaeffer is the co-founder and CEO of Knowable. Together with his co-founder, Alex, he’s raised over $12M from leading venture capital firms and scaled products used by 100M+ people. Alex Benzer Alex Benzer is the CPO and co-founder of Knowable and previously held the same roles at Vidme. -
Weigel Colostate 0053N 16148.Pdf (853.6Kb)
THESIS ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH Submitted by Taylor Weigel Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2020 Master’s Committee: Advisor: Evan Elkins Greg Dickinson Rosa Martey Copyright by Taylor Laureen Weigel All Rights Reserved ABSTRACT ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH We are living in an increasingly digital world.1 In the past, critical scholars have focused on the inequality of access and unequal relationships between the elite, who controlled the media, and the masses, whose limited agency only allowed for alternate meanings of dominant discourse and media.2 With the rise of social networking services (SNSs) and user-generated content (UGC), critical work has shifted from relationships between the elite and the masses to questions of infrastructure, online governance, technological affordances, and cultural values and practices instilled in computer mediated communication (CMC).3 This thesis focuses specifically on technological and institutional practices of Instagram and Twitch and the social practices of users in these online spaces, using two case studies to explore the production of connection- oriented spaces through Instagram Stories and Twitch streams, which I argue are phenomenologically live media texts. In the following chapters, I answer two research questions. First, I explore the question, “Are Instagram Stories and Twitch streams fostering connections between users through institutional and technological practices of phenomenologically live texts?” and second, “If they 1 “We” in this case refers to privileged individuals from successful post-industrial societies. -
Twitchtv Strategic Analysis
University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Honors Theses, University of Nebraska-Lincoln Honors Program Spring 2021 TwitchTV Strategic Analysis Carter Matt University of Nebraska - Lincoln Follow this and additional works at: https://digitalcommons.unl.edu/honorstheses Part of the Business Administration, Management, and Operations Commons, Higher Education Commons, and the Other Education Commons Matt, Carter, "TwitchTV Strategic Analysis" (2021). Honors Theses, University of Nebraska-Lincoln. 297. https://digitalcommons.unl.edu/honorstheses/297 This Thesis is brought to you for free and open access by the Honors Program at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Honors Theses, University of Nebraska-Lincoln by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. TwitchTV Strategic Analysis An Undergraduate Honors Thesis Submitted in Partial Fulfillment of University Honors Program Requirements University of Nebraska-Lincoln By Carter Matt Bachelor of Science in Business Administration Marketing College of Business April 18, 2021 Faculty Mentor: Marijane England, Ph.D., Management ABSTRACT TwitchTV is a livestreaming platform that exists within the livestream community industry. It connects content creators known as streamers with viewers that can engage with the streamer and community via chat. This report seeks to provide an analysis of TwitchTV’s current position within this industry and provide recommendations for further developing its platform. It also seeks to analyze trends in the industry and environment that may affect TwitchTV in the short and long term. Specific tools utilized to analyze these trends and growth opportunities include a Porter’s Five Forces analysis, PESTEL analysis, and SWOT analysis. -
University of Oklahoma Graduate College An
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By CHRISTOPHER M. BINGHAM Norman, Oklahoma 2017 AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION APPROVED FOR THE DEPARTMENT OF COMMUNICATION BY _______________________________ Dr. Eric Kramer, Chair _______________________________ Dr. Ralph Beliveau _______________________________ Dr. Ioana Cionea _______________________________ Dr. Lindsey Meeks _______________________________ Dr. Sean O’Neill Copyright by CHRISTOPHER M. BINGHAM 2017 All Rights Reserved. Dedication For Gram and JJ Acknowledgements There are many people I would like to acknowledge for their help and support in finishing my educational journey. I certainly could not have completed this research without the greater Twitch community and its welcoming and open atmosphere. More than anyone else I would like to thank the professional streamers who took time out of their schedules to be interviewed for this dissertation, specifically Trainsy, FuturemanGaming, Wyvern_Slayr, Smokaloke, MrLlamaSC, BouseFeenux, Mogee, Spooleo, HeavensLast. and SnarfyBobo. I sincerely appreciate your time, and am eternally envious of your enthusiasm and energy. Furthermore I would like to acknowledge Ezekiel_III, whose channel demonstrated for me the importance of this type of research to semiotic theory, as well as CohhCarnage and ItmeJP, whose show Dropped Frames, allowed further insight into the social milieu of professional Twitch streaming. I thank Drew Harry, PhD, Twitch’s Director of Science for responding to my enquiries. Finally, I thank all the streamers and fans who attended TwitchCon in 2015 and 2016, for the wonderful experience. -
Copyright Undertaking
Copyright Undertaking This thesis is protected by copyright, with all rights reserved. By reading and using the thesis, the reader understands and agrees to the following terms: 1. The reader will abide by the rules and legal ordinances governing copyright regarding the use of the thesis. 2. The reader will use the thesis for the purpose of research or private study only and not for distribution or further reproduction or any other purpose. 3. The reader agrees to indemnify and hold the University harmless from and against any loss, damage, cost, liability or expenses arising from copyright infringement or unauthorized usage. IMPORTANT If you have reasons to believe that any materials in this thesis are deemed not suitable to be distributed in this form, or a copyright owner having difficulty with the material being included in our database, please contact [email protected] providing details. The Library will look into your claim and consider taking remedial action upon receipt of the written requests. Pao Yue-kong Library, The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong http://www.lib.polyu.edu.hk THE DISCOURSE OF ONLINE LIVE STREAMING ON TWITCH: COMMUNICATION BETWEEN CONVERSATION AND COMMENTARY DANIEL RECKTENWALD PhD The Hong Kong Polytechnic University 2018 The Hong Kong Polytechnic University Department of English The Discourse of Online Live Streaming on Twitch: Communication between Conversation and Commentary Daniel Recktenwald A thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy March 2018 Certificate of originality I hereby declare that this thesis is my own work and that, to the best of my knowledge and belief, it reproduces no material previously published or written, nor material that has been accepted for the award of any other degree or diploma, except where due acknowledgement has been made in the text __________________________ Daniel Recktenwald I Abstract of dissertation Live streaming on Twitch is a new form of online broadcasting of video games. -
Youtube Getting Into Game of Streaming Play 13 June 2015, by Glenn Chapman
YouTube getting into game of streaming play 13 June 2015, by Glenn Chapman and 'NadeShot,' will be showcased at a major Electronic Entertainment Expo extravaganza next week in Los Angeles. "Live streams bring the gaming community closer together, so they've put them front-and-center on the YouTube Gaming homepage," Joyce said. "In the coming weeks, YouTube will launch an improved live experience that makes it simpler to broadcast your game play to YouTube." Google vs Amazon The popularity of gaming has given rise to new YouTube said it is creating an online arena devoted to genres of YouTube videos including watching play, video game play, jumping onto a hot "e-sports" trend and speed-runs, walk-throughs, and even segments on challenging Amazon-owned Twitch cooking gamer-themed delectables. YouTube on Friday said it is creating an online arena devoted to video game play, jumping onto a hot "e-sports" trend and challenging Amazon- owned Twitch. YouTube Gaming will debut in Britain and the United States in the coming months, according to product manager Alan Joyce. "YouTube Gaming is built to be all about your favorite games and gamers, with more videos than anywhere else," Joyce said in a blog post. "From 'Asteroids' to 'Zelda,' more than 25,000 games will each have their own page, a single place for all the best videos and live streams about that title." YouTube Gaming will also have channels devoted to specific game publishers or personalities. A preview of the new YouTube offering, including game content creators such as 'iHasCupquake' 1 / 3 US online retail giant Amazon last year bolstered its Internet video presence, whistling past Google to snatch up Twitch and its huge audience for live- streamed gaming. -
Why Do Boards Have So Few Black Directors? by J
RACE Why Do Boards Have So Few Black Directors? by J. Yo-Jud Cheng , Boris Groysberg and Paul M. Healy August 13, 2020 Matthias Kulka/Getty Images Workplace diversity can bring out the best in teams by promoting creativity, encouraging greater consideration of alternatives, and providing access to a wider range of information and perspectives. The numerous benefits also extend to employee recruitment and retention. Despite the growing body of evidence of these advantages and the proliferation of company-sponsored diversity initiatives, the advancement of Black professionals up the corporate ladder has been painfully slow and may even be reversing. / The underrepresentation of Black professionals is especially bleak in the highest echelon of corporate America: boards of directors. Although newly-appointed directors are increasingly diverse, 37% of S&P 500 firms did not have any Black board members in 2019 and Black directors comprised just 4.1% of Russell 3000 board members that same year. In light of these persistent racial inequities, Reddit’s co-founder and executive chairman of the board, Alexis Ohanian, recently stepped down, stating: “I’ve resigned as a member of the Reddit board, [and] I have urged them to fill my seat with a Black candidate.” Reddit has since appointed its first Black board member: Y Combinator CEO Michael Seibel. The deaths of George Floyd, Breonna Taylor, Ahmaud Arbery, Rayshard Brooks, and so many other Black Americans has brought the long history of systemic racism in the United States into sharp focus over the past several months. Pressure is mounting on corporate leaders to consider how their companies can address and rectify ongoing racial injustices. -
Sexual Politics in Video Games: a League of Legends Case Study
SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY A Thesis by VINCENT PARKER Submitted to the School of Graduate Studies at Appalachian State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS December 2020 Department of English SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY A Thesis by VINCENT PARKER DECEMBER 2020 APPROVED BY: Dr. Kyle Stevens Chairperson, Thesis Committee Dr. Leonardo L. Flores Member, Thesis Committee Dr. Craig Fischer Member, Thesis Committee Dr. Leonardo L. Flores Chairperson, Department of English Mike Mckenzie, Ph.D. Dean, Cratis D. Williams School of Graduate Studies Copyright by Vincent Parker 2020 All Rights Reserved Abstract SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY Vincent Parker B.A., Appalachian State University M.A., Appalachian State University Chairperson: Dr. Kyle Stevens Despite decades of technological and social advancement, video games continue to support discourse of the heterosexual white male at the expense of marginalized individuals and their experiences. “Sexual Politics in Video Games” builds upon previous scholarship regarding aesthetic representations and identity formation using one of the most popular video games, League of Legends (League), as a case study. Specifically, I ask: How should games acknowledge differing existences? How does representation and identification impact gameplay? How is identification formed during streaming? How does viewer-identity influence gameplay? How do viewer-identities interact and coexist? and What does this mean moving forward? The first and second chapter of this project highlights the field and provides a review of scholarship regarding video games, history, and identification/representation. -
Appropriating Play: Examining Twitch.Tv As a Commercial Platform
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 5-17-2019 1:00 PM Appropriating Play: Examining Twitch.tv as a Commercial Platform Charlotte Panneton The University of Western Ontario Supervisor Hearn, Alison The University of Western Ontario Graduate Program in Media Studies A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Charlotte Panneton 2019 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Communication Technology and New Media Commons Recommended Citation Panneton, Charlotte, "Appropriating Play: Examining Twitch.tv as a Commercial Platform" (2019). Electronic Thesis and Dissertation Repository. 6245. https://ir.lib.uwo.ca/etd/6245 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Appropriating Play: Examining Twitch.tv as a Commercial Platform Charlotte Panneton Master of Arts in Media Studies Faculty of Information and Media Studies University of Western Ontario 2019 Abstract This thesis critically analyzes Twitch.tv, a gaming-oriented, online live-streaming site. Viewing the site as a ‘lean platform’ (Srnicek, 2017), it analyzes many aspects of Twitch’s business operations, including ownership structure, video game industry affiliations, use of data, and the monetization of user activity. This analysis then identifies three major areas of concern arising from these operations: the tendency toward monopolization in the gaming industry and its peripheral activities; the intensification of audience commodification; and, the tendency to turn professional streamers into precarious creative labourers. -
1 Exploring Motivation and Identity Within Live
EXPLORING MOTIVATION AND IDENTITY WITHIN LIVE STREAMING VIDEO GAMERS By DENISE LAU A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ADVERTISING UNIVERSITY OF FLORIDA 2017 1 © 2017 Denise Lau 2 ACKNOWLEDGEMENTS I would first like to express my gratitude to my committee chair, Dr. Yu Hao Lee, for always providing feedback and extremely helpful advice throughout the process of this paper. I would like to thank my committee members, Dr. Huan Chen, and Dr. Frank Waddell, for their interest in my research, and for being so understanding and attentive whenever I had specific questions or concerns. I would also like to thank my friends and colleagues for their moral support, and late night coffee breaks. Last but not least, I would like to express my gratitude and appreciation for my family for their constant support and belief in me. None of this would be possible without their positivity and their care. 3 TABLE OF CONTENTS ACKNOWLEDGEMENTS .............................................................................................................3 LIST OF TABLES ...........................................................................................................................6 LIST OF FIGURES .........................................................................................................................7 ABSTRACT .....................................................................................................................................8 -
Performances and Publics While Watching and Live-Streaming Video Games on Twitch.Tv
Performances and publics while watching and live-streaming video games on Twitch.tv NAOMI ELEANOR ISOBEL ROBINSON https://orcid.org/0000-0003-1864-7366 Submitted in partial fulfilment of the requirements of the degree of Master of Philosophy (Engineering) April 2019 Department of Computing and Information Systems Faculty of Engineering The University of Melbourne Abstract Twitch.tv is a video live-streaming website that launched in 2011 with content centred mostly, but not exclusively, on the playing of video games. Streamers or broadcasters play games in real-time often accompanied by a face camera and audio, while viewers or audiences watch them and interact through a text chat. This study responds to the small, but growing literature surrounding Twitch, and addresses the relative lack of ethnographic research on the topic. Previous research on the platform has focussed thus far on technical aspects of the platform, however user-focused qualitative research on the platform has started to emerge, making this research both timely and relevant. This thesis considers how, and to what extent, the social practices of users contribute to the concepts of ‘networked publics’ and ‘social performance’. It draws on the work of danah boyd and Erving Goffman and considers the usefulness of their theoretical contributions to help contextualise the forms and amendments associated with platforms like Twitch. The analysis emerges from an ethnographic study conducted completely online that features reflexive participant observation, semi-structured, open-ended interviews conducted via email, and in-depth observations of participants’ channels. The thesis is divided into three thematically-organised main data chapters that then feed into a discussion that draws them together to consider a larger conceptual framework.