Playing With Videogames on YouTube in East Asia

In recent decades, digital game play has expanded notably into the space of video streaming and sharing platforms such as Twitch.tv,Bilibili, NicoNico Video, and YouTube.This shift has significant relevance for gaming cultures around the world.It renders more and more formerly private play experiences public, turning them into platform-mediated performances with the potential to generate revenues.It tentatively makes play experiences accessible to a wide range of users across the globe, thus making community practice transparent and providing information, knowledge and entertainment to diverse audiences that include players and nonplayers alike.However, while research on Let's Plays and live streaming exists (Taylor 2018; Spilker, Ask, and Hansen 2020; Radde-Antweiler and Zeiler 2015; Ackermann 2017), edited videos about games and their surrounding cultural practices remain understudied.YouTube in particular, despite being a frequently used resource in teaching and researching videogame contents, player practices and related cultural processes, it is rarely considered as a space of digital game and play culture in its own right.

Authors

Institutions

Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i3.2514
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Playing With Videogames on YouTube in East Asia

Martin Roth
Digital Games and Media
article

Playing With Videogames on YouTube in East Asia

Martin Roth
article en

Abstract

In recent decades, digital game play has expanded notably into the space of video streaming and sharing platforms such as Twitch.tv,Bilibili, NicoNico Video, and YouTube.This shift has significant relevance for gaming cultures around the world.It renders more and more formerly private play experiences public, turning them into platform-mediated performances with the potential to generate revenues.It tentatively makes play experiences accessible to a wide range of users across the globe, thus making community practice transparent and providing information, knowledge and entertainment to diverse audiences that include players and nonplayers alike.However, while research on Let's Plays and live streaming exists (Taylor 2018; Spilker, Ask, and Hansen 2020; Radde-Antweiler and Zeiler 2015; Ackermann 2017), edited videos about games and their surrounding cultural practices remain understudied.YouTube in particular, despite being a frequently used resource in teaching and researching videogame contents, player practices and related cultural processes, it is rarely considered as a space of digital game and play culture in its own right.

Ritsumeikan University (JP)
Openalex Percentile: Top 78%
Digital Games and Media
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.

Playing With Videogames on YouTube in East Asia — Martin Roth · (2025) | TGRS Research Map | TGRS