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Türkiye’de Twitch Yayıncılığı: Yayıncı ve İzleyici Deneyimleri Üzerine Bir İnceleme

Year 2022, , 175 - 204, 15.04.2022
https://doi.org/10.18094/josc.975748

Abstract

Her gün milyonlarca kullanıcının bir araya gelerek yayın yaptığı, etkileşimde bulunduğu canlı yayın akış platformu Twitch, hem üretim hem tüketimde büyük bir hızla büyümektedir. Dijital oyun pazarının merkezi haline gelen Twitch, dünyanın en çok ziyaret edilen platformlarından biri olmuştur. Bu çalışma izleyici ve yayıncıların Twitch’e yönelik yaklaşımlarını ve deneyimlerini inceleyerek, Twitch’in dinamiklerini ortaya koymayı amaçlamaktadır. Bu amaçla çalışmada Şubat-Nisan 2021 tarihleri arasında tesadüfi olarak seçilen yedi Twitch yayıncısı ve yedi Twitch izleyicisiyle çevrimiçi derinlemesine görüşmeler gerçekleştirilmiştir. Bu kapsamda izleyicilerin ve yayıncıların Twitch’te kendilerini nasıl sunduklarını anlamaya yönelik yarı yapılandırılmış görüşme formu hazırlanmış ve yapılan görüşmeler nitel değerlendirmeye tabi tutulmuştur. Çalışma sonucunda Twitch’in başarısının içeriğin kalitesinden çok izlenme oranlarıyla ölçüldüğü ortaya konulmuştur. Araştırmada, diğer sosyal medya sitelerine göre daha az bilinir olmasına rağmen Twitch’in, Türkiye’de hem izleyici hem yayıncı açısından büyük bir ivme kaydettiği ve dünyayla yarışabilecek düzeyde yayınlar yaptığı görülmüştür. Çalışmada, sunduğu yenilikçi yaklaşımlarla Twitch’in yerini sağlamlaştırdığına işaret edilmektedir.

References

  • Abarbanel, B. & Johnson, M.R. (2020). “Gambling engagement mechanisms in Twitch live streaming”, International Gambling Studies, 20:3, 393-413.
  • Anderson, S. L. (2017). “Watching people is not a game: interactive online corporeality, Twitch.tv and Videogame Streams”, The International Journal of Computer Game Research, 17(1), http://gamestudies.org/1701/articles/anderson
  • Aziz, A. (2011). Sosyal Bilimlerde Araştırma Yöntemleri ve Teknikleri, Geliştirilmiş 6. Baskı, Ankara: Nobel Yayınları.
  • Bernard, H.R. (2006). Research methods in anthropolog,:qualitative and quantitative approaches. Fourth Edition, AltaMira Press.
  • Bingham, C. M. (2017). “Talking about Twitch Convergence”, The International Journal of Research into New Media Technologies, 26(2), 269-286.
  • Büyüköztürk Ş., Kılıç Çakmak E., Akgün Ö.E., Karadeniz Ş. ve Demirel F. (2015). Bilimsel Araştırma Yöntemleri, Geliştirilmiş 19. Baskı, Ankara: Pegem Akademi.
  • Cheung, G. & Huang, J. (2011). “Starcraft from the stands: understanding the game spectator”, CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 763 772.
  • Diwanji V., Reed A., Ferchaud A., Seibert J., Weinbrecht V., Sellers N. (2020). “Don't just watch, join in: Exploring information behavior and copresence on Twitch”, Computers in Human Behavior, Vol: 105, 1-11.
  • Dux, J. (2018). “Social live-streaming: twitch.tv and uses and gratification theory social network analysis”, Proceedings of 8th International Conference on Computer Science and Information Technology, Dubai, 47-61.
  • Erk, M. A. ve Fırat, S. (2020). “Twitch İzleyici Motivasyon Ölçeği: Bir Ölçek Geliştirme Çalışması”, Psikiyatride Güncel Yaklaşımlar, 12 (1), 1-15.
  • Evren T., Kargün M., Pala A., Yazarer İ. (2019). “Spora Yenilikçi Yaklaşım: E-Spor”, Uluslararası Sosyal Araştırmalar Dergisi, 12(66), 1423-1434.
  • Gandolfi, E. (2019). “Playing the post 9/11 on game service platforms: Premediation in The Division via Twitch.tv and Steam”, Convergence: The International Journal of Research into New Media Technologies, 25, 826 - 847.
  • Gangadharbatla, H. (2016). “A Comparison of In-Game Brand Placement for Active Versus Passive Players”, Journal of Interactive Advertising, 16(2), 117-132.
  • Gerber, H. R. (2017). “eSports and Streaming: Twitch Literacies”, Journal of Adolescent & Adult Literacy, Vol. 61 No. 3, 343–345.
  • Gilbert, B. (13 Şubat 2018). “Amazon’s streaming service Twitch is pulling in as many viewers as CNN and MSNBC”. https://www.businessinsider.com/twitch-is-bigger-than-cnn-msnbc-2018 2?r=nordic, Erişim: 03.03.2021
  • Gürbüz, S. ve Şahin, F. (2016). Sosyal Bilimlerde Araştırma Yöntemleri, 3. Baskı, Ankara: Seçkin Yayıncılık.
  • Hamilton, W., Kerne, A. & Robbins, T. (2012). High-performance pen + touch modality interactions: a realtime strategy game esports context. UIST '12: Proceedings of the 25th annual ACM symposium on User interface software and technology, 309–318.
  • Hamilton, W.A., Garretson, O., & Kerne, A. (2014). “Streaming on Twitch: Fostering participatory communities of play within live mixed media”, In CHI ‘14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1315–1324, New York.
  • Johnson, M. R. (2019). “Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on Twitch.tv”, Information, Communication & Society, 22(4), 506-520.
  • Johnson, M. R. Ve Woodcock. J. (2019). The Impacts of Live Streaming And Twitch. Tv On The Video Game İndustry, Media, Culture & Society, 41 (5), 670-688.
  • Johnson, M. R., Carrigan, M. & Brock, T. (2019). “The imperative to be seen: The moral economy of celebrity video game streaming on Twitch.tv”, First Monday, 24 (8). Johnson, M.R.& Woodcock, J. (2019). “And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts”, Social Media + Society, 5(4), 1–11.
  • Karasar, N. (2012). Bilimsel Araştırma Yöntemi, 24. Basım, Ankara: Nobel Yayınları.
  • Leith, A. P. (2021). “Parasocial cues: The ubiquity of parasocial relationships on Twitch”, Communication Monographs, 88(1), 111-19. Oh S., Kim J., Ji H., Park E., Han J, Ko M., Lee M. (2020). “Cross-cultural comparison of interactive streaming services: Evidence from Twitch”, Telematics and Informatics, 55, 1-10.
  • Pellicone, A. J. (2017). Performing Play: Cultural Production on Twitch.tv. Doktora Tezi University of Maryland, College Park.
  • Pires, K., & Simon, G. (2015). “YouTube Live and Twitch: A Tour of User-Generated Live Streaming Systems”. MMSys 2015: 6th ACM Multimedia Systems Conference, Portland, United States, 225 - 230.
  • Seidman, I. (2006). Interviewing as Qualitative Research: A Guide for Researchers in Education and the Social Sciences, Third Edition, New York: Teachers College Press.
  • Scott, O. (7 Nisan 2021). “Twitch hits a record 3 million weekly average viewership for the first time”, https://finbold.com/twitch-hits-a-record-3-million-weekly-average-viewers/, Erişim: 9.04.2021
  • Sjöblom M., Törhönen M., Hamari J., Macey J. (2019). “The ingredients of Twitch streaming: Affordances of game streams”, Computers in Human Behavior, 92, 20–28.
  • Sjöblom, M.& Hamari, J. (2017). “Why do people watch others play video games? An empirical study on the motivations of Twitch users”, Computers in Human Behavior, 75, 985-996.
  • Spilker H. S., Ask, K. & Hansen, M. (2020). “The new practices and infrastructures of participation: how the popularity of Twitch.tv challenges old and new ideas about television viewing, Information”, Communication & Society, Vol. 23, No. 4, 605-620.
  • Turan, S. (14.02.2021) Z kuşağına açılan kapı Twitch mi olacak?, https://www.hurriyet.com.tr/dunya/abdde-sasirtan-olay-10-saniyelik-video-6-6-milyon dolara-satildi-41755071, Erişim: 15.02.2021.
  • Ward, T. (1 Mayıs 2018). “The biggest gamer in the world breaks down Twitch for us”, Forbes, https://www.forbes.com/sites/tomward/2018/05/01/the-biggest-gamer-in-the world-breaks-down-twitch-for-us/, Erişim: 14.02.2021.
  • Woodcock, J. & Johnson, M. R. (2019). “The affective labor and performance of live streaming on Twitch.tv”. Television and New Media, 20(8), 813-823.
  • Yavaşçalı, H., Tiryakioğlu, F. (2019). “Kullanımlar ve Doyumlar Teorisi Bağlamında Twirch Tv Kullanıcılarının Kullanım Motivasyonları Üzerine Bir Araştırma”, Dördüncü Kuvvet, 2 (1). 67 90.
  • Yıldırım, A. ve Şimşek, H. (2008). Sosyal Bilimlerde Nitel Araştırma Yöntemleri, Ankara: Seçkin Yayıncılık.

Twitch Broadcast in Turkey: A Review on Broadcast and Viewer Experiences

Year 2022, , 175 - 204, 15.04.2022
https://doi.org/10.18094/josc.975748

Abstract

Twitch, a live streaming platform where millions of users come together and broadcast and interact with each other every day, is growing rapidly in both production and consumption. Twitch, which has become the center of the digital gaming market, has been one of the most visited platforms in the world. This study aims to reveal the dynamics of Twitch by examining the approaches and experiences of viewers and broadcasters on Twitch. For this purpose, online in-depth interviews were conducted with seven randomly selected Twitch broadcasters and seven Twitch viewers between February and April 2021 in the study. In this context, a semi-structured interview form was prepared to understand how viewers and broadcasters present themselves on Twitch, and the interviews were subjected to qualitative evaluation. As a result of the study, it was revealed that the success of Twitch is measured by the viewing rates rather than the quality of the content. In the study, it is seen that Twitch, despite being less known than other social media sites, has gained a great momentum in terms of both viewers and broadcasters, and broadcasts at a level that can compete with the world in Turkey. In the study, it is pointed out that Twitch has secured its position with the innovative approaches it offers.

References

  • Abarbanel, B. & Johnson, M.R. (2020). “Gambling engagement mechanisms in Twitch live streaming”, International Gambling Studies, 20:3, 393-413.
  • Anderson, S. L. (2017). “Watching people is not a game: interactive online corporeality, Twitch.tv and Videogame Streams”, The International Journal of Computer Game Research, 17(1), http://gamestudies.org/1701/articles/anderson
  • Aziz, A. (2011). Sosyal Bilimlerde Araştırma Yöntemleri ve Teknikleri, Geliştirilmiş 6. Baskı, Ankara: Nobel Yayınları.
  • Bernard, H.R. (2006). Research methods in anthropolog,:qualitative and quantitative approaches. Fourth Edition, AltaMira Press.
  • Bingham, C. M. (2017). “Talking about Twitch Convergence”, The International Journal of Research into New Media Technologies, 26(2), 269-286.
  • Büyüköztürk Ş., Kılıç Çakmak E., Akgün Ö.E., Karadeniz Ş. ve Demirel F. (2015). Bilimsel Araştırma Yöntemleri, Geliştirilmiş 19. Baskı, Ankara: Pegem Akademi.
  • Cheung, G. & Huang, J. (2011). “Starcraft from the stands: understanding the game spectator”, CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 763 772.
  • Diwanji V., Reed A., Ferchaud A., Seibert J., Weinbrecht V., Sellers N. (2020). “Don't just watch, join in: Exploring information behavior and copresence on Twitch”, Computers in Human Behavior, Vol: 105, 1-11.
  • Dux, J. (2018). “Social live-streaming: twitch.tv and uses and gratification theory social network analysis”, Proceedings of 8th International Conference on Computer Science and Information Technology, Dubai, 47-61.
  • Erk, M. A. ve Fırat, S. (2020). “Twitch İzleyici Motivasyon Ölçeği: Bir Ölçek Geliştirme Çalışması”, Psikiyatride Güncel Yaklaşımlar, 12 (1), 1-15.
  • Evren T., Kargün M., Pala A., Yazarer İ. (2019). “Spora Yenilikçi Yaklaşım: E-Spor”, Uluslararası Sosyal Araştırmalar Dergisi, 12(66), 1423-1434.
  • Gandolfi, E. (2019). “Playing the post 9/11 on game service platforms: Premediation in The Division via Twitch.tv and Steam”, Convergence: The International Journal of Research into New Media Technologies, 25, 826 - 847.
  • Gangadharbatla, H. (2016). “A Comparison of In-Game Brand Placement for Active Versus Passive Players”, Journal of Interactive Advertising, 16(2), 117-132.
  • Gerber, H. R. (2017). “eSports and Streaming: Twitch Literacies”, Journal of Adolescent & Adult Literacy, Vol. 61 No. 3, 343–345.
  • Gilbert, B. (13 Şubat 2018). “Amazon’s streaming service Twitch is pulling in as many viewers as CNN and MSNBC”. https://www.businessinsider.com/twitch-is-bigger-than-cnn-msnbc-2018 2?r=nordic, Erişim: 03.03.2021
  • Gürbüz, S. ve Şahin, F. (2016). Sosyal Bilimlerde Araştırma Yöntemleri, 3. Baskı, Ankara: Seçkin Yayıncılık.
  • Hamilton, W., Kerne, A. & Robbins, T. (2012). High-performance pen + touch modality interactions: a realtime strategy game esports context. UIST '12: Proceedings of the 25th annual ACM symposium on User interface software and technology, 309–318.
  • Hamilton, W.A., Garretson, O., & Kerne, A. (2014). “Streaming on Twitch: Fostering participatory communities of play within live mixed media”, In CHI ‘14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1315–1324, New York.
  • Johnson, M. R. (2019). “Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on Twitch.tv”, Information, Communication & Society, 22(4), 506-520.
  • Johnson, M. R. Ve Woodcock. J. (2019). The Impacts of Live Streaming And Twitch. Tv On The Video Game İndustry, Media, Culture & Society, 41 (5), 670-688.
  • Johnson, M. R., Carrigan, M. & Brock, T. (2019). “The imperative to be seen: The moral economy of celebrity video game streaming on Twitch.tv”, First Monday, 24 (8). Johnson, M.R.& Woodcock, J. (2019). “And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts”, Social Media + Society, 5(4), 1–11.
  • Karasar, N. (2012). Bilimsel Araştırma Yöntemi, 24. Basım, Ankara: Nobel Yayınları.
  • Leith, A. P. (2021). “Parasocial cues: The ubiquity of parasocial relationships on Twitch”, Communication Monographs, 88(1), 111-19. Oh S., Kim J., Ji H., Park E., Han J, Ko M., Lee M. (2020). “Cross-cultural comparison of interactive streaming services: Evidence from Twitch”, Telematics and Informatics, 55, 1-10.
  • Pellicone, A. J. (2017). Performing Play: Cultural Production on Twitch.tv. Doktora Tezi University of Maryland, College Park.
  • Pires, K., & Simon, G. (2015). “YouTube Live and Twitch: A Tour of User-Generated Live Streaming Systems”. MMSys 2015: 6th ACM Multimedia Systems Conference, Portland, United States, 225 - 230.
  • Seidman, I. (2006). Interviewing as Qualitative Research: A Guide for Researchers in Education and the Social Sciences, Third Edition, New York: Teachers College Press.
  • Scott, O. (7 Nisan 2021). “Twitch hits a record 3 million weekly average viewership for the first time”, https://finbold.com/twitch-hits-a-record-3-million-weekly-average-viewers/, Erişim: 9.04.2021
  • Sjöblom M., Törhönen M., Hamari J., Macey J. (2019). “The ingredients of Twitch streaming: Affordances of game streams”, Computers in Human Behavior, 92, 20–28.
  • Sjöblom, M.& Hamari, J. (2017). “Why do people watch others play video games? An empirical study on the motivations of Twitch users”, Computers in Human Behavior, 75, 985-996.
  • Spilker H. S., Ask, K. & Hansen, M. (2020). “The new practices and infrastructures of participation: how the popularity of Twitch.tv challenges old and new ideas about television viewing, Information”, Communication & Society, Vol. 23, No. 4, 605-620.
  • Turan, S. (14.02.2021) Z kuşağına açılan kapı Twitch mi olacak?, https://www.hurriyet.com.tr/dunya/abdde-sasirtan-olay-10-saniyelik-video-6-6-milyon dolara-satildi-41755071, Erişim: 15.02.2021.
  • Ward, T. (1 Mayıs 2018). “The biggest gamer in the world breaks down Twitch for us”, Forbes, https://www.forbes.com/sites/tomward/2018/05/01/the-biggest-gamer-in-the world-breaks-down-twitch-for-us/, Erişim: 14.02.2021.
  • Woodcock, J. & Johnson, M. R. (2019). “The affective labor and performance of live streaming on Twitch.tv”. Television and New Media, 20(8), 813-823.
  • Yavaşçalı, H., Tiryakioğlu, F. (2019). “Kullanımlar ve Doyumlar Teorisi Bağlamında Twirch Tv Kullanıcılarının Kullanım Motivasyonları Üzerine Bir Araştırma”, Dördüncü Kuvvet, 2 (1). 67 90.
  • Yıldırım, A. ve Şimşek, H. (2008). Sosyal Bilimlerde Nitel Araştırma Yöntemleri, Ankara: Seçkin Yayıncılık.
There are 35 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Research Articles
Authors

Erol İlhan 0000-0001-9428-4611

Adalet Görgülü Aydoğdu 0000-0001-6278-7214

Burcu Emiroğlu 0000-0003-4724-8743

Publication Date April 15, 2022
Submission Date July 28, 2021
Published in Issue Year 2022

Cite

APA İlhan, E., Görgülü Aydoğdu, A., & Emiroğlu, B. (2022). Türkiye’de Twitch Yayıncılığı: Yayıncı ve İzleyici Deneyimleri Üzerine Bir İnceleme. Selçuk İletişim, 15(1), 175-204. https://doi.org/10.18094/josc.975748