dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Glas, René | |
dc.contributor.author | Reis Faria, T. Dos | |
dc.date.accessioned | 2015-11-18T18:00:41Z | |
dc.date.available | 2015-11-18T18:00:41Z | |
dc.date.issued | 2015 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/29711 | |
dc.description.abstract | A tech demo for demonstrating the use of the PlayStation 4, The Playroom has shifted from being a game to becoming a platform for multiple uses. The objective of this Thesis is to analyze the media identity of The Playroom, discovering its historical and socio-cultural significance. By utilizing these concepts through a framework of affordance analysis, game studies and participatory culture, we can further our understanding of the complex networks that make up live-streaming culture. In addition, this thesis will explore real-world examples of streaming practices and community interactions that turn The Playroom into what it is. | |
dc.description.sponsorship | Utrecht University | |
dc.format.extent | 1598698 | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | |
dc.title | Streaming Live from The Playroom! Media Identity, Design and Trojan Horses | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | Social Sharing, video games, design, appropriation, television, live streaming, participatory culture | |
dc.subject.courseuu | Nieuwe media en digitale cultuur | |