An Analysis of the Video Game Streaming Industry Through the Lens of Theatre.
Abstract
This dissertation features an analysis the video game streaming industry as it exists today, while also comparing its four primary components with theatre’s four main components (actor/audience/text/stage), commenting on similarities and differences between the two industries. The methodology used in this dissertation is primarily observational, and analyses both qualitative and quantitative information to support its research. This includes; an analysis of academic sources on video game streaming and theatre, an analysis of viewing and playing statistics within the video game streaming industry, and an analysis of audience behaviour on and off streaming platforms. This study found that although there are similarities between video game streaming and theatre structurally, the role in which each component plays in their respective industries is markedly different. One primary outcome was understanding that video game streaming puts more of an emphasis on allowing audience members to influence the performance, whereas theatre audiences are generally at the mercy of the performance. Another main finding was that streaming platforms are now becoming social hubs for audience members, which is helping to proliferate the industry even further. Finally, this study recognises and discusses the influence new technology is having on both industries, and how it is likely to shape both mediums in the near future.