This study contributes to the knowledge within forming creative clusters around video gaming industry in developed and developing economies countries. Using econometric modeling for advanced and developing economies countries, we have found that different stakeholder groups and their engagement dynamics in the video gaming industry directly depend on socioeconomic and technological effects in certain regions of the world. The authors applied econometric modeling to understand technological, economic and social determinants forming video gaming industry growth in regional markets.ĭifferent types of stakeholders are involved in the video game industry performing particular functions. The paper exploits technological and socioeconomic data in 25 countries grouped into the regions, as a methodological approach that allows identifying and evaluating the determinants of the video game industry's ecosystem development. The purpose of this study is to identify and evaluate the video game ecosystem development in the context of socioeconomic and technological progress while analyzing the role of stakeholders in the video game industry for regional markets' growth. The article concludes that live streaming is a major new force in the games industry, creating new links between developers and influencers and shifting our expectations of game play and game design, and is consequently a platform whose major structural effects are only now beginning to be understood.
To do so, we draw on empirical data from offline and online fieldwork, including 100 qualitative interviews with professional live-streamers, offline ethnography at live-streaming events, and online ethnography and observation of Twitch streams.
We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice the visibility and added lifespan that streaming is affording to independent and niche games and older games and the live streaming of the creation of games, shedding light on the games industry and subverting ordinarily expensive or highly competitive game-design courses, training and employment paths. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. This article explores the growing importance of live streaming, specifically on website and platform, to the games industry.