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|Session Name:||Interpreting Games for an Audience with Twitch.tv|
|Company Name(s):||Georgia Institute of Technology|
|Track / Format:||GDC Education Summit|
|Overview:||Twitch (twitch.tv)the online service for broadcasting live gameplay footage that debuted in 2011has proven wildly popular, as not only evidenced by its usage statistics, but also its integration into the PlayStation 4 and Xbox One, and Amazon's acquisition of the company in August of 2014. While much has been discussed about Twitch with regards to spectatorship and performance (particularly within e-sports) and issues of digital labor, little has been said about its potential as a reflective pedagogical tool. This talk will share lessons learned using Twitch with students in small research group settings as well as in the context of an analysis assignment in game design courses. It will include an overview of broadcasting hardware and software, how to engage students of all types, productive frameworks, and best practices for using Twitch in the classroom.|