Going Live: Exploring live digital technologies and live digital practices
As a pre-conference event affiliated with the Association of Internet Researchers (AoIR) annual conference, this full-day workshop will bring together game studies scholars and social media researchers to discuss the increasing popularity of live digital technologies. These technologies include features on social media sites such as Facebook Live, standalone smartphone apps (e.g. Periscope), and websites dedicated to live streaming, such as the gaming platform Twitch.tv.
Although live streaming has been possible for many years (e.g. Senft, 2008), the evolution of recording devices, data transfer speeds, mobile apps, and other digital technologies has contributed to a recent proliferation of live media. Live platforms encourage spontaneous sharing but controversial incidents raise questions about what should be shared in a live context. Live streaming game platforms showcase modes of self-presentation and self-promotion (Consalvo & Altizer, 2017), which social media influencers also adopt when broadcasting content to adoring fans (Abidin, 2016).
Gamers and influencers alike benefit from the commercialization of these practices, generating revenue from brand promotion and boosting attention to advertisements. Clearly, live streaming and live digital technologies have social, political, economic, and cultural impacts. However, research into these areas is still developing and there have been few opportunities for interdisciplinary dialogue among scholars researching live streaming.
We invite you to tackle these topics with us at this pre-conference workshop, taking place at Concordia University’s cutting-edge Milieux Institute for Arts, Culture and Technology. We encourage participation of a range of scholars, from graduate students to early career researchers and established academics.