Instructor
James Morgan
Document Type
Final Class Paper
Publication Date
Spring 2025
Keywords
Streaming, Audience Participation, Game Performance, Interactive Media, Twitch Plays Pokémon
Abstract
For decades, video games have been understood as solitary experiences. A player would sit alone or with a small group, controller in hand, navigating digital worlds where every action, decision, and outcome was shaped by their own input. At its core, gaming was personal. The lines between the audience and player were clearly drawn. The player was the one actively involved in the game, while everyone else was an observer, watching from the sidelines. This traditional model has seen significant transformation in the last decade, as the rise of streaming platforms like Twitch, YouTube Gaming, and other similar services radically reshaped how we engage with games. Suddenly, watching others play became not just a passive activity but a cultural phenomenon—a space where fans could immerse themselves in the gaming experience without touching a controller. This paper will examine how streaming has blurred the lines between performer and audience, creator and consumer, fundamentally altering what it means to play a game.
Recommended Citation
Lea Wilhelmer. "When the Audience Takes the Controller: How Streaming Is Changing the Way We Play Games" ART 108: Introduction to Games Studies (2025).