Video Games and Video Game Streaming During COVID-19 Pandemic
The COVID-19 outbreak has had a huge influence on how we consume entertainment. As lockdowns and social distancing measures were implemented worldwide, many turned to video games as a form of entertainment, social interaction, and stress relief. Video gaming is a social activity in and of itself since people have digital citizenship within video gaming, as well as specific games and game elements. A sense of community is frequently established through live streaming, which has a built-in, real-time chat feature, as well as other platforms such as Discord (a social platform that includes conversation channels) and social media such as Twitter and Facebook (Kowert & Daniel, 2021).
During the COVID-19 pandemic, Among Us became widely popular because it was simple to grasp, accessible on various digital devices, and suitable for players of all ages and interests. The game gained traction due to its emphasis on communication and social interaction rather than complex mechanics like shooting and killing. Players engaged in the dramatic element of identifying the imposter. According to Ottesen (2021), the game's popularity extended globally, with players from Europe and Asia joining servers. Additionally, Among Us offered the option to add friends, enabling players to form connections, even during the pandemic. The VR version of Among Us enhances immersion and fosters more profound connections with crewmates (Erhard, 2022).
Apart from video games, video game streaming has gained a burgeoning sector. During the pandemic, there was a significant rise in the global viewership of leading streaming platforms like Twitch and YouTube Gaming, increasing by 10% and 15%, respectively (Daniele, 2020). According to Twitch Tracker, in February 2020, just before the pandemic began, there were slightly over 5 million active streams on Twitch, the world's foremost gaming live-streaming network. By April 2020, when many parts of America were under lockdown, this number had surged to over 7.3 million. This spike in streamers coincided with a rise in the national unemployment rate, which reached 14.8% in the same month, as reported by the Bureau of Labor Statistics (Palumbo, 2021).
Active Twitch Streamers and Number of Unemployed People Feb 2020 - March 2021
The "monetization" of video game live streaming is one of the most significant factors driving its growth. Indeed, video game streaming allows people to commoditise their lives by converting their hobbies - playing games - into commodities that other users would pay to see. Twitch enables streamers to earn at three levels: novice, affiliate, and partnership. Each level uniquely produces money, and as a person's following develops, so does their level and earnings (Palumbo 2021). While anyone can make money via video game streaming, few can earn a consistent and significant income from these sites.
In conclusion, the COVID-19 pandemic has reshaped the landscape of entertainment consumption, with video games emerging as a significant outlet for social interaction, stress relief, and community building during isolation. Moreover, the surge in video game streaming during the pandemic underscores the growing popularity of platforms like Twitch and YouTube Gaming, offering individuals opportunities to monetize their gaming hobbies. While the pandemic has accelerated these shifts, it's evident that the fusion of gaming and social interaction will continue to shape our entertainment habits in the post-pandemic world, emphasizing the enduring power of digital communities and shared experiences.
References
Daniele , D. (2020, August 26). The rise of videogame streaming in a global pandemic. Social Media Law Bulletin. https://www.socialmedialawbulletin.com/2020/08/the-rise-of-videogame-streaming-in-a-global-pandemic/
Erhard, V. (2022, September 24). 12 Fun Online Games To Make Friends. Game Rant. https://gamerant.com/best-online-games-to-make-friends/#among-us
Kowert, R., & Daniel, E. (2021). The one-and-a-half sided parasocial relationship: The curious case of live streaming. Computers in Human Behavior Reports, 4(4), 100150. https://doi.org/10.1016/j.chbr.2021.100150
Ottesen, K. (2021, March 9). “Among Us” proved to be the game we needed during the pandemic. Washington Post. https://www.washingtonpost.com/lifestyle/magazine/the-game-among-us-proved-to-be-the-game-we-needed-during-the-pandemic/2021/03/04/0addd71a-64cf-11eb-8c64-9595888caa15_story.html
Palumbo, A. (2021). Video Game Streaming – A Pandemic Fad or a New Economic Trend? Cuny.edu. https://issuenumberone.journalism.cuny.edu/2021/05/18/video-game-streaming-a-pandemic-fad-or-a-new-economic-trend/
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My Friend @l8rg8r2u 's Charity Livestream is now LIVE!! It's gonna be really fun, we're playing video games all day today and tomorrow! I'll be in the Among Us and Mario Party segments, which start at 6PM EST!
All donations will go towards the Epilepsy Foundation, in honor of his sister who recently passed - There will be fun donation incentives during the stream so look out for those!
https://www.youtube.com/watch?v=L8wk53znvgs
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