🎮 From Players to Spectators: How Live Streaming Changed Gaming Culture
Week 10 Social Gaming Guest Lecture
Hi guys~ 👋 It’s back to my blog again! Just curious—are you into gaming? 🎮 Well, come to think of it, I’m not really a gaming person. But I do know that gaming is no longer just a game anymore; it’s a show, a performance, and a shared digital space we all experience together 🌐✨. Platforms like Twitch and YouTube Gaming have transformed video games from passive viewing into active participation, allowing viewers to interact directly with gameplay and streamers in real time 💬🎥. This shift reflects the evolving nature of digital culture, where gaming has become part of the entertainment industry and a form of social connection rather than just gameplay 🎮🤝.
Streamers are becoming micro-celebrities, one of the most noticeable shifts in gaming culture in recent times. Streamers create their personal brands by continually interacting with their audience in live sessions, incorporating aspects of their gameplay alongside a personality, humour, and some aspects of their everyday life. They're not the same kind of celebrities: they're spread out, but their fame is built on accessibility and intimacy, so that anyone who sees them feels as though they're “always on”. This aligns with the concept of digital microcelebrity, which involves building a connection between the audience and creators without ever meeting face-to-face. This transforms streamers from mere gamers into entertainers, influencers, and community leaders in the realm of digital culture. To a larger extent, this is the transition of passive media consumption into active digital entrepreneurship, in which streamers create niche audiences, engage in strategic self-branding and monetise their content through streaming subscriptions, donations and sponsorships by bypassing traditional media gatekeepers and fostering loyal communities online (Törhönen et al., 2020).
Kai Cenat is a famous Twitch streamer, content creator, and musical artist known for his energetic livestreams, comedic gameplay, and strong interaction with his audience. While he is often recognised as an entertainer and internet personality, he is also a gamer at the core of his content, regularly streaming and engaging with video games as part of his live broadcasts. Through collaborations, viral moments, and music releases, he builds a strong entrepreneurial presence, showing how modern gamers can exist beyond traditional gameplay and become multi-platform digital creators (Social Media Influencer Giveaway Results in Massive Mob in NYC's Union Square, 2023).
Participation in viewership is another important aspect of live streaming culture, as it encourages a more interactive and real-time viewing experience. Rather than just passively consuming the content, the audiences can interact with the stream and make a difference to the game or how it is played by commenting, donating, subscribing, voting, and reacting to the stream (J. Li et al., 2019). This means that these streaming platforms are a co-created process of the streamer and the viewers, and that the digital communities are co-created and sometimes enhanced by parasocial relationships.
Theoretically, this change in gaming culture can be explained by Henry Jenkins' knowledge communities. Digital communities, according to Jenkins (2006), are voluntary, networks of people who share information, feelings, and involvement with one another with regard to a shared interest. This can be clearly observed in gaming streams as users and viewers share strategies, tips, and discuss the gameplay as it unfolds. Together, these communities create and share knowledge and demonstrate the role of gaming spaces as interactive spaces for shared learning and cultural engagement (Fuchs, 2014).
Streaming has changed gaming into a monetised entertainment business with passive viewers being replaced by real-time interactive experience on platforms like Twitch and YouTube Gaming, and it's now a multi-billion dollar industry. With the introduction of subscription, sponsorship, donation, and digital advertising revenue, content creators can now make a sustainable income from their content.Now, content creators can make sustainable income from their content by offering subscription-based, sponsorship-based, donation-based and digital advertising revenue models (Limited, 2025). The professionalisation aspect, though, puts new pressures on streamers, who must keep the audience engaged, perform live and create entertaining content at all times. This means that the division between leisure and labor becomes ever more blurred, and streaming demands creative performance and emotional labor.
But, it does generate important critical questions. Streamers can become so close to their viewers that they create one-sided psychological relationships, known as parasocial relationships when the viewers feel like they know the streamer, or feel like it is like a friend. These connections are heightened in the gaming world, where they are engaged in real time with the streamer responding to comments posted in the chat. Moreover, the visibility of streaming websites may contribute to inequality, as the more popular creators can attract more viewers while the less popular creators struggle to increase their viewership. However, the concept of inclusivity is further complicated by toxicity in gaming chat and community, which is also an ongoing problem. (Wulf et al. 2021)
In summary, live streaming has revolutionized the gaming industry by making it a more public and interactive experience, rather than a private and individual one. Games are not just being played, they are being viewed, shared, monetised and negotiated socially. This represents a larger attitude shift in the culture of the Internet, as entertainment, community, and identity are continuously produced in real-time with platforms, audiences, and creators.
References
Törhönen, M., Giertz, J., Weiger, W. H., & Hamari, J. (2020). Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda. Electronic Commerce Research and Applications, 46, 101027. https://doi.org/10.1016/j.elerap.2020.101027
Social media influencer giveaway results in massive mob in NYC’s Union Square. (2023, August 5). [Video]. NBC News. https://www.nbcnews.com/pop-culture/pop-culture-news/kai-cenat-twitch-new-york-city-gaming-giveaway-rcna98287
Li, J., Gui, X., Kou, Y., & Li, Y. (2019). Live streaming as Co-Performance. Proceedings of the ACM on Human-Computer Interaction, 3(CSCW), 1–22. https://doi.org/10.1145/3359166
Fuchs, C. (2014). Social media as participatory culture. In Social Media: A Critical Introduction (pp. 52–68). https://doi.org/10.4135/9781446270066.n3
Limited, I. T. S. P. (2025, July 2). How Online Gaming is Changing the Entertainment Industry: Trends, Growth, and Community Impact - IdeationTS. IdeationTS. https://www.ideationts.com/index.php/how-online-gaming-is-changing-the-entertainment-industry-trends-growth-and-community-impact/
Wulf, T., Schneider, F. M., & Queck, J. (2021). Exploring viewers’ experiences of parasocial interaction with videogame streamers on Twitch. PARASOCIAL INTERACTION WITH VIDEOGAME STREAMERS. https://doi.org/10.31235/osf.io/cfds9











