IP 7 – Playing Online: Twitch Broadcasting

Twitch as a Platform for Learning, Entertainment, and Identity Formation

Despite being a lifelong gamer, my experience as a Twitch spectator has been limited to two occasions: first, during The International Dota 2 tournament when Twitch held exclusive streaming rights, and second, during a COVID-19 quarantine when I had no access to a gaming PC or console. Through these limited engagements, I found my experience to align with Wulf et al.’s (2018) assertion that Twitch functions as more than just an entertainment platform. It facilitates learning through exposure to expert gameplay and high-level strategies. For example, I was able to observe professional Dota 2 players exhibit skills and strategies, or meta, that I have never used myself. Another example would in massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, players often require significant time and expertise to reach “endgame” content. Twitch provides casual or average players with a window into these advanced stages of gameplay and the techniques used by top-tier players.

Even without directly participating in live chat during these sessions, my understanding of the games was significantly enhanced by reading viewer commentary. Many spectators offered real-time evaluations of the streamer’s actions or clarified complex on-screen events. This collective knowledge-sharing exemplifies the educational potential of Twitch, where communication between viewers and the streamer generates a dynamic and collaborative environment. As Wulf et al. (2018) observe, Twitch enables connection not only to the streamer but also among spectators, fostering a participatory culture where game knowledge, humour, and shared rituals form the foundation of community.

Over time, such spaces may lead to the development of parasocial relationships, or one-sided emotional attachments where viewers feel a sense of intimacy with the streamer. These relationships are often reinforced by recurring inside jokes, community-specific memes, and shared rituals, similar to those seen in traditional sports fandoms. The sense of identity and belonging that emerges from these interactions is central to Twitch’s growing appeal (Wulf et al., 2018).

Streamer Case Studies: Gameplay, Design, and Social Engagement

To explore Twitch’s affordances in more detail, I examined three streams of Clair Obscur: Expedition 33: Naguura (360k followers), Pobelter (512k), and SashaGrey (1.2M), each of whom offered a distinct style of production quality, gameplay focus, and viewer interaction. This diversity enabled a comparative analysis of how Twitch supports both individual expression and community formation.

Stream Aesthetics and Production Design

Naguura and SashaGrey exemplified high production value streams. Each opened with animated “starting soon” overlays that included branded avatars, stylized backgrounds, and sponsor information.

Naguura’s pre-stream graphic overlay

SashaGrey’s pre-stream graphic overlay

When their streams began, their webcams were full-screen, showing them from the elbows up and framed within curated personal spaces. Naguura adopted a bright aesthetic, while SashaGrey opted for darker, edgier tones in her clothing, lighting, and décor. SashaGrey’s stream also embedded live chat on the same screen, along with real-time subscriber and donation goals, effectively integrating community engagement and monetization. This design choice may improve responsiveness while increasing transparency around viewer contributions. Importantly, Twitch’s default interface limits the ability to view chat while in full-screen mode, which can disrupt viewer interactivity. SashaGrey’s embedded chat circumvented this issue, reflecting a nuanced understanding of platform functionalities.

Naguura’s stream pre-gameplay

SashaGrey’s stream pre-gameplay

In contrast, Pobelter’s stream was minimalist. His webcam feed was small, showed only his face and part of his bedroom, and his stream began abruptly without greeting viewers. His overlay consisted only of text alerts for chat activity and new subscribers, suggesting a focus on gameplay depth over interaction and entertainment of viewers. This understated style likely appeals to viewers seeking technical gameplay insights rather than social interaction or aesthetic flair.

Pobelter’s stream pre-gameplay

These contrasting design choices reflect what Taylor (2018) calls “sociality,” which refers to the various ways streamers cultivate relationships with their audiences. While some prioritize intimacy and performance, others rely on technical mastery or narrative depth to maintain engagement.

Modes of Viewer Engagement

The three streamers demonstrated different levels and styles of interaction. Pobelter rarely acknowledged chat and offered focused commentary on mechanics, character builds, and game lore. His enjoyment of the game was evident, since he transitioned to Clair Obscur following a seven-hour League of Legends competitive grind. This switch framed the new game as a form of “pure play” in contrast to his competitive “work play” in LoL, a distinction that aligns with Taylor’s (2018) argument that professionalization can reshape how play is experienced and presented.

On the opposite end, Naguura spent over 30 minutes chatting with her audience before gameplay began. She shared personal updates and engaged in off-topic conversations, even pausing mid-game to respond to viewer comments. Despite her 20+ hours of in-game experience, she often forgot key mechanics or plot points, prompting viewers to guide her. This participatory dynamic fostered a shared sense of exploration and community, suggesting that her stream appeals to those prioritizing social connection over gameplay expertise.

SashaGrey’s stream represented a hybrid model. She began with a lengthy interactive chat session but shifted to game-focused engagement once gameplay commenced. By distinguishing between social and gameplay phases, she catered to a broader audience. Viewers could tune in based on whether they preferred relational content or strategic gameplay, demonstrating a calculated approach to audience segmentation.

Monetization and the Labour of Streaming

All three streams revealed the economic structures underpinning Twitch culture. Subscriptions, viewer donations, and sponsorships were explicit monetization methods. Indirect income sources likely included product placements, such as branded microphones and chairs, cross-platform promotion, and increased influence over game sales. SashaGrey, for instance, teased wearing a “secret outfit” on stream once a subscriber goal was met, suggesting a deliberate strategy to leverage her appearance and charisma to attract viewers, particularly from a likely male-dominated demographic. This also reflects a broader trend where some female streamers pivot to adult platforms such as OnlyFans for more lucrative returns (Dolan, 2024).

As Taylor (2018) emphasizes, streamers must negotiate the tension between authenticity and commodification. Sustained audience engagement often requires them to be constantly available, an expectation evident in these streams, which lasted between five and nine hours with minimal breaks. The streamers exposed not only their gameplay but also their private living spaces, inviting scrutiny of their physical environment, habits, and appearance. This collapse of public performance into private life carries risks, including harassment, doxxing, or SWATing, highlighting the vulnerabilities inherent in this profession.

Taylor also describes the “work of play” as a complex negotiation of labor, performance, and pleasure. While Pobelter appeared to maintain a boundary between professional and leisure gameplay, streamers with a broader brand appeal, such as SashaGrey, may feel compelled to play specific games, respond to community pressures, or perform identities that attract and retain viewers, sponsors, and advertisers. As Taylor (2018) notes, the pleasure of gaming can quickly become obligation under these conditions.

Conclusion

Twitch operates as a multi-layered platform that supports not only entertainment and gameplay but also learning, identity performance, community formation, and commercial enterprise. Through the contrasting styles of three streamers,  we see how production design, viewer engagement, and economic strategies are carefully calibrated to sustain audiences and maximize impact. Each streamer represents a different configuration of sociality, professionalization, and performance. Understanding these dynamics is essential for critically engaging with the increasingly hybrid roles of play, work, and identity in digital media culture.

References

Dolan, E. (2024). Researchers uncover ‘pornification’ trend among female streamers on Twitch. PsyPost. https://www.psypost.org/researchers-uncover-pornification-trend-among-female-streamers-on-twitch/

Taylor, T. L. (2018). Watch me play: Twitch and the rise of game live streaming. Princeton University Press.

Wulf, T., Schneider, F. M., & Beckert, S. (2018). Watching players: An exploration of media enjoyment on Twitch. Games and Culture, 15(3), 328–346. https://doi.org/10.1177/1555412018788161