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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorGlas, René
dc.contributor.authorReis Faria, T. Dos
dc.date.accessioned2015-11-18T18:00:41Z
dc.date.available2015-11-18T18:00:41Z
dc.date.issued2015
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/29711
dc.description.abstractA 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.sponsorshipUtrecht University
dc.format.extent1598698
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleStreaming Live from The Playroom! Media Identity, Design and Trojan Horses
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsSocial Sharing, video games, design, appropriation, television, live streaming, participatory culture
dc.subject.courseuuNieuwe media en digitale cultuur


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