https://doi.org/10.1177/2056305119881694
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DOI: 10.1177/2056305119881694
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Platformization of Cultural Production - Article
Introduction
This article presents an overview of economic behavior on
dominant market-leading live streaming platform Twitch.tv.
Specifically, we are interested in how live streamers profit
from their activities—monetization—on the platform, and
how they often do so through the implementation of game-
like interfaces, competitions, or concepts—gamification—
which are highly effective in this space. We begin by
reviewing literature on both Twitch and platforms, followed
by a description of our data and methodology which draws
on interview and ethnographic techniques. The article then
addresses seven core monetization methods we identify for
live streaming. Subscriptions entail a guarantee to give a
monthly amount to a streamer in exchange for the visual dis-
tinction of one’s username on Twitch. Donations and “cheer-
ing” entail either giving the streamer money directly through
PayPal, or donating through Twitch, during which the plat-
form takes a cut of the money, but viewers get automatic
recognition of their donations. Advertising entails running
adverts for corporate products on one’s channel. Sponsorships
are secured by many live streamers with games companies or
other brands, who offer free products or promotion in
exchange for highlighting their wares during particular
broadcasts. Competitions and targets involve encouraging
buy-in from viewers in the hope of winning an individual or
global prize. Unpredictable rewards for financial support
are the sixth method, drawing on the psychology of gam-
bling and games of unpredictability more broadly to keep
people donating in the hope of recognition. Finally, the
881694SMS XX X 10.1177/2056305119881694Social Media <span class="symbol" cstyle="Mathematical">+</span> SocietyJohnson and Woodcock
research-article 20192019
1
University of Alberta, Canada
2
University of Oxford, UK
Corresponding Author:
Mark R. Johnson, Department of Media and Communications, John
Woolley Building, University of Sydney, NSW 2050, New South Wales,
Australia.
Email: markrjohnsongames@gmail.com
“And Today’s Top Donator is”: How Live
Streamers on Twitch.tv Monetize and
Gamify Their Broadcasts
Mark R. Johnson
1
and Jamie Woodcock
2
Abstract
This article examines cultural and economic behavior on live streaming platform Twitch.tv, and the monetization of live
streamers’ content production. Twitch is approximately the thirtieth most-viewed website in the world, with over 150 million
spectators, and 2 million individuals around the world regularly broadcasting. Although less well-known than Facebook or
Twitter, these figures demonstrate that Twitch has become a central part of the platformized Internet. We explore a seven-
part typology of monetization extant on Twitch: subscribing, donating and “cheering,” advertising, sponsorships, competitions
and targets, unpredictable rewards for viewers, and the implementation of games into streaming channels themselves. We
explore each technique in turn, considering how streamers use the affordances of the platform to earn income, and invent
their own methods and techniques to further drive monetization. In doing so, we look to consider the particular kinds of
governance and infrastructure manifested on Twitch. By governance, we mean how the rules, norms, and regulations of Twitch
influence and shape the cultural content both produced and consumed within its virtual borders; and by infrastructure, we
mean how the particular technical affordances of the platform, and many other elements besides, structure how content
production on Twitch might be made profitable, and therefore decide what content is made, and how, and when. Examining
Twitch will thus advance our understanding of the platformization of amateur content production; methodologically, we draw
on over 100 interviews with successful live streamers, and extensive ethnographic data from live events and online Twitch
broadcasts.
Keywords
twitch, live streaming, monetization, gamification, platforms, gamblification