Game live streaming in the Japanese context: Initial findings

Game live streaming has become a major component of global game culture. Through interview data with Japanese game live streamers, this paper offers a first consideration of Japanese-language game streaming and its associated cultural norms, expectations, and streamer perspectives. We firstly show that Japanese game streamers mostly stream anonymously, and interrogate this preference and situate it within wider contexts of Japanese internet culture, gaming culture, and societal stigmas. Secondly we show Japanese game streamers do not only appeal to native Japanese speakers, but draw in viewers from both English-language and Chinese-language backgrounds. We examine this in the context of the widespread cultural perception outside Japan of Japanese ‘otherness’, demonstrating instead that Japanese game streamers are well integrated with global flows of game streaming. We therefore present a picture of a linguistic-cultural game streaming context that is in many ways familiar, yet also highly distinctive.

Authors

Institutions

Publication Details

Journal
Convergence The International Journal of Research into New Media Technologies
Published
2025-06-24
DOI
https://doi.org/10.1177/13548565251354860
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Game live streaming in the Japanese context: Initial findings

Mark R. Johnson, John Baguley
1 citations
Convergence The International Journal of Research into New Media Technologies
Digital Games and Media
4.20
article

Game live streaming in the Japanese context: Initial findings

Mark R. Johnson, John Baguley
article en
1 citations

Abstract

Game live streaming has become a major component of global game culture. Through interview data with Japanese game live streamers, this paper offers a first consideration of Japanese-language game streaming and its associated cultural norms, expectations, and streamer perspectives. We firstly show that Japanese game streamers mostly stream anonymously, and interrogate this preference and situate it within wider contexts of Japanese internet culture, gaming culture, and societal stigmas. Secondly we show Japanese game streamers do not only appeal to native Japanese speakers, but draw in viewers from both English-language and Chinese-language backgrounds. We examine this in the context of the widespread cultural perception outside Japan of Japanese ‘otherness’, demonstrating instead that Japanese game streamers are well integrated with global flows of game streaming. We therefore present a picture of a linguistic-cultural game streaming context that is in many ways familiar, yet also highly distinctive.

Convergence The International Journal of Research into New Media TechnologiesVol. 31(5)
The University of Sydney (AU)
Hoso Bunka Foundation
Openalex Percentile: Top 7%
Digital Games and Media
4.20
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.