Creativity & Art Engagement on Twitch.tv
Research Findings, Implications & Next Questions
following my Fall 2015 Case Study
NEA Findings
Recent	
  studies	
  from	
  the	
  Na2onal	
  
Endowment	
  for	
  the	
  Arts	
  (NEA):	
  
	
  
Only	
  33.4	
  %	
  of	
  adults	
  surveyed	
  a4ended	
  
at	
  least	
  one	
  core	
  art	
  event	
  in	
  2011/2012	
  
•  Decline	
  from	
  39.4%	
  a	
  decade	
  earlier	
  
	
  
	
  
Background
Background
Research Question
What	
  are	
  the	
  affordances	
  &	
  limita2ons	
  
of	
  engaging	
  with	
  art	
  on	
  Twitch.tv?	
  	
  	
  
Research Design
Conducted	
  alongside	
  two	
  other	
  descrip2ve	
  
case	
  studies	
  	
  
•  K-­‐12	
  Public	
  School	
  	
  
•  Spiritual	
  Community	
  Center	
  	
  
My	
  role	
  as	
  a	
  par2cipant	
  researcher:	
  
•  Observa2ons	
  
•  Google	
  Forms	
  Survey	
  
•  Semi-­‐formal	
  Interviews	
  
Findings & Themes
Types	
  of	
  Crea2ve	
  Engagement	
  
•  What,	
  why,	
  and	
  how	
  people	
  create	
  
Emo2onal	
  Impacts	
  of	
  Engagement	
  
Iden2ty	
  Development	
  
Community	
  Aspects	
  
Professional	
  &	
  Economic	
  Opportunity	
  	
  
How are people engaged?
Of	
  survey	
  respondents	
  
said	
  they	
  had	
  created	
  a	
  
meme,	
  gif	
  or	
  imgur.	
  
41%
Tools & Practices
Interview	
  Par2cipants	
  
men2oned	
  using	
  Adobe	
  
Photoshop	
  when	
  discussing	
  their	
  
creaBve	
  acBviBes	
  on	
  Twitch.	
  	
  
8/10
Wide	
  Variety	
  of	
  Mediums	
  Observed	
  
Graphic	
  Design/Digital	
  Art	
  was	
  most	
  
common	
  
Emotional Impacts of Engagement
Why do people create?
Of	
  survey	
  respondents	
  said	
  
when	
  they	
  create	
  something	
  
they	
  make	
  it	
  for	
  themselves.	
  
78%
Digital Identity
Interview	
  Par2cipants	
  said	
  they	
  
use	
  the	
  same	
  username	
  across	
  
mulBple	
  online	
  plaForms.	
  
8/10
5/10
Interview	
  Par2cipants	
  said	
  their	
  
username	
  was	
  either	
  derived	
  
from	
  their	
  real	
  name	
  or	
  it	
  had	
  
personal	
  meaning	
  for	
  them.	
  
Importance of Community
	
  
•  Importance	
  of	
  Community	
  
	
  
Importance of Community
	
  
•  Importance	
  of	
  Community	
  
	
  
Affordances
•  Highly	
  social	
  online	
  environment	
  with	
  
a	
  huge	
  user	
  base	
  
•  Supports	
  personal	
  &	
  community	
  
iden2ty	
  development	
  
•  Twitch’s	
  organiza2onal	
  support	
  of	
  
crea2ve	
  community	
  
•  Poten2al	
  for	
  Learning	
  	
  
Limitations
Building	
  &	
  Growing	
  a	
  Channel	
  
•  Growing	
  your	
  “brand”	
  	
  
•  Pressure	
  to	
  have	
  good	
  content	
  
•  Tech	
  requirements	
  
•  Time	
  	
  
	
  
Trolls	
  &	
  Cri2cism	
  
	
  
Back to the NEA
“Childhood	
  experience	
  in	
  the	
  arts	
  is	
  
significantly	
  associated	
  with	
  
educaBonal	
  level	
  obtained	
  in	
  adulthood.	
  	
  
Over	
  70%	
  of	
  college	
  graduates	
  said	
  they	
  
visited	
  an	
  art	
  museum	
  or	
  gallery	
  as	
  a	
  
child,	
  compared	
  with	
  42%	
  of	
  adults	
  who	
  
have	
  only	
  a	
  high	
  school	
  diploma.”	
  	
  
	
  
Implications for Practice
Within	
  the	
  context	
  of	
  the	
  gaming	
  industry:	
  	
  
	
  
•  Projected	
  to	
  grow	
  30%	
  by	
  2019	
  in	
  US	
  alone	
  
•  Opportunity	
  to	
  develop	
  an	
  understanding	
  
of	
  games	
  and	
  gamers	
  influence	
  on	
  youth	
  
across	
  mul2ple	
  plagorms	
  
•  Crea2ng	
  spaces	
  that	
  promote	
  crea2ve	
  
ac2vi2es	
  for	
  future	
  game	
  industry	
  
professionals	
  
Implications for Practice
Crea2ve	
  Organiza2ons:	
  
	
  
•  Opportunity	
  for	
  a	
  pulse	
  on	
  community	
  
•  Mee2ng	
  demands	
  of	
  upcoming	
  market	
  
•  New	
  media	
  format:	
  Live	
  stream	
  is	
  the	
  
new	
  TV	
  
	
  
•  Poten2al	
  for	
  leveraging	
  resources	
  to	
  
par2cipate	
  in	
  and	
  support	
  these	
  
environments	
  
New Questions
Study	
  of	
  pathways/trajectories	
  of	
  becoming	
  
involved	
  with	
  social,	
  online	
  communi2es	
  
like	
  Twitch:	
  
•  Exploring	
  rela2onships	
  between	
  crea2ve	
  
prac2ces	
  &	
  use	
  of	
  new	
  tools/movement	
  to	
  
new	
  online	
  spaces	
  
•  Development	
  of	
  a	
  set	
  of	
  user	
  profiles	
  to	
  
begin	
  to	
  understand	
  types	
  of	
  content	
  
producers	
  &	
  consumers	
  
How	
  can	
  crea2ve	
  organiza2ons:	
  
	
  
•  Create	
  and	
  encourage	
  plagorms	
  that	
  are	
  safe	
  
spaces	
  for	
  people	
  to	
  crea2vely	
  grow	
  	
  
•  Be	
  brokers	
  of	
  equitable	
  par2cipa2on	
  &	
  make	
  
an	
  impact	
  on	
  agency	
  for	
  youth	
  
	
  
•  Natural	
  connec2on	
  to	
  interest	
  driven	
  
learning	
  trends	
  	
  
Equitable Participation
Educational Platforms
What	
  is	
  the	
  poten2al	
  for	
  modeling	
  future	
  
educa2onal	
  plagorms?	
  	
  
• Crea2ve	
  educa2on	
  for	
  students	
  with	
  less	
  
access	
  to	
  resources	
  
• On-­‐demand,	
  social	
  learning	
  space 	
  	
  
• Promotes	
  student	
  agency	
  and	
  rewards	
  
par2cipa2on	
  	
  
User Experience
From	
  a	
  UX	
  perspec2ve: 	
  	
  
	
  
•  Designing	
  for	
  the	
  user	
  	
  
	
  
•  Developing	
  a	
  beker	
  understanding	
  of	
  the	
  
needs	
  of	
  the	
  community	
  through	
  an	
  
ethnographic	
  approach	
  
	
  
•  Con2nue	
  embedded	
  observa2ons	
  of	
  new	
  
media	
  plagorms	
  	
  

twitchresearchprez

  • 1.
    Creativity & ArtEngagement on Twitch.tv Research Findings, Implications & Next Questions following my Fall 2015 Case Study
  • 2.
    NEA Findings Recent  studies  from  the  Na2onal   Endowment  for  the  Arts  (NEA):     Only  33.4  %  of  adults  surveyed  a4ended   at  least  one  core  art  event  in  2011/2012   •  Decline  from  39.4%  a  decade  earlier      
  • 3.
  • 4.
  • 5.
    Research Question What  are  the  affordances  &  limita2ons   of  engaging  with  art  on  Twitch.tv?      
  • 6.
    Research Design Conducted  alongside  two  other  descrip2ve   case  studies     •  K-­‐12  Public  School     •  Spiritual  Community  Center     My  role  as  a  par2cipant  researcher:   •  Observa2ons   •  Google  Forms  Survey   •  Semi-­‐formal  Interviews  
  • 7.
    Findings & Themes Types  of  Crea2ve  Engagement   •  What,  why,  and  how  people  create   Emo2onal  Impacts  of  Engagement   Iden2ty  Development   Community  Aspects   Professional  &  Economic  Opportunity    
  • 8.
    How are peopleengaged? Of  survey  respondents   said  they  had  created  a   meme,  gif  or  imgur.   41%
  • 9.
    Tools & Practices Interview  Par2cipants   men2oned  using  Adobe   Photoshop  when  discussing  their   creaBve  acBviBes  on  Twitch.     8/10 Wide  Variety  of  Mediums  Observed   Graphic  Design/Digital  Art  was  most   common  
  • 10.
  • 12.
    Why do peoplecreate? Of  survey  respondents  said   when  they  create  something   they  make  it  for  themselves.   78%
  • 13.
    Digital Identity Interview  Par2cipants  said  they   use  the  same  username  across   mulBple  online  plaForms.   8/10 5/10 Interview  Par2cipants  said  their   username  was  either  derived   from  their  real  name  or  it  had   personal  meaning  for  them.  
  • 14.
    Importance of Community   •  Importance  of  Community    
  • 15.
    Importance of Community   •  Importance  of  Community    
  • 17.
    Affordances •  Highly  social  online  environment  with   a  huge  user  base   •  Supports  personal  &  community   iden2ty  development   •  Twitch’s  organiza2onal  support  of   crea2ve  community   •  Poten2al  for  Learning    
  • 18.
    Limitations Building  &  Growing  a  Channel   •  Growing  your  “brand”     •  Pressure  to  have  good  content   •  Tech  requirements   •  Time       Trolls  &  Cri2cism    
  • 19.
    Back to theNEA “Childhood  experience  in  the  arts  is   significantly  associated  with   educaBonal  level  obtained  in  adulthood.     Over  70%  of  college  graduates  said  they   visited  an  art  museum  or  gallery  as  a   child,  compared  with  42%  of  adults  who   have  only  a  high  school  diploma.”      
  • 20.
    Implications for Practice Within  the  context  of  the  gaming  industry:       •  Projected  to  grow  30%  by  2019  in  US  alone   •  Opportunity  to  develop  an  understanding   of  games  and  gamers  influence  on  youth   across  mul2ple  plagorms   •  Crea2ng  spaces  that  promote  crea2ve   ac2vi2es  for  future  game  industry   professionals  
  • 21.
    Implications for Practice Crea2ve  Organiza2ons:     •  Opportunity  for  a  pulse  on  community   •  Mee2ng  demands  of  upcoming  market   •  New  media  format:  Live  stream  is  the   new  TV     •  Poten2al  for  leveraging  resources  to   par2cipate  in  and  support  these   environments  
  • 22.
    New Questions Study  of  pathways/trajectories  of  becoming   involved  with  social,  online  communi2es   like  Twitch:   •  Exploring  rela2onships  between  crea2ve   prac2ces  &  use  of  new  tools/movement  to   new  online  spaces   •  Development  of  a  set  of  user  profiles  to   begin  to  understand  types  of  content   producers  &  consumers  
  • 23.
    How  can  crea2ve  organiza2ons:     •  Create  and  encourage  plagorms  that  are  safe   spaces  for  people  to  crea2vely  grow     •  Be  brokers  of  equitable  par2cipa2on  &  make   an  impact  on  agency  for  youth     •  Natural  connec2on  to  interest  driven   learning  trends     Equitable Participation
  • 24.
    Educational Platforms What  is  the  poten2al  for  modeling  future   educa2onal  plagorms?     • Crea2ve  educa2on  for  students  with  less   access  to  resources   • On-­‐demand,  social  learning  space     • Promotes  student  agency  and  rewards   par2cipa2on    
  • 25.
    User Experience From  a  UX  perspec2ve:       •  Designing  for  the  user       •  Developing  a  beker  understanding  of  the   needs  of  the  community  through  an   ethnographic  approach     •  Con2nue  embedded  observa2ons  of  new   media  plagorms