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The GKIS Sensible Parent’s Guide to Twitch

Kids love Twitch! Twitch is a streaming service where expert players play video games while their subscribers watch. It’s a mystery to most adults how this could be entertaining. But with 15 million viewers per day and a $970 million sell price, it has clearly plugged into what kids want. In this GKIS Sensible Guide, we cover what you’ll want to know before letting your kids opt-in.

How long has Twitch been around, and how popular is it?

Twitch was released in mid-2011 as a branch of another streaming service, Justin.tv. Twitch was intended to be the more video game focused platform. Soon Twitch’s popularity surpassed Justin.tv, and it was bought by Amazon for a staggering $970 million.[1] Today, Twitch has around 15 million viewers per day and hosts around 2.2 million streamers.

Getting Started on Twitch

In order to create an account on Twitch, you must be 13 years of age or older. As Dr. Bennett describes in her book, Screen Time in the Mean Time, this age isn’t based on child psychology, but rather the COPPA law which protects kids from having their personal information solicited for marketing reasons. Parents are the best authority to determine the best age of adoption. To sign up, you must also provide an e-mail address, a username, and a password. Once you’ve created your account, you may begin personalizing your profile. It should be noted that there is no way to make your Twitch profile private, so anyone can access it at any time.

Once your profile has been set up, you can decide which of the two roles you want to take in Twitch:

  • Streamer: You stream the game you are playing so others may join and watch you play.
  • Viewer: You sit back and watch someone play a game. You can choose to interact with the streamer or other viewers via the text chat. It should be noted that you can view streams without having a Twitch account, but when you do this you may not participate in the text chat. You may also donate money to streamers.

Benefits of Twitch

As a streamer:

  • It’s a perfect platform to showcase one’s creativity.
  • You can interact with others who share the same interests.
  • Being a streamer can become extremely lucrative. For many it becomes a full-time job.
  • Many times, streamers will land sponsorships from companies and sent free items to utilize in their streams.

As a viewer:

  • Interacting with streamers and other viewers who have similar interests
  • Learning new strategies and tips from streamers who are skilled at certain games
  • Winning in streamer-hosted giveaways

What are the risks of use?

As a streamer:

  • Doxing: One of the main risks that plague Twitch streamers. This is when individuals find out personal information about a streamer and disseminate it online. Information such as real name, phone number, address, and more may be revealed and used maliciously.
  • Swatting: This is when a viewer finds out a streamer’s home address and calls the police with a false emergency. If it plays out the way the person who initiated the swatting intends, the police will raid the streamer’s house, visible to viewers through their computer cam. Obviously, this can be very dangerous to the streamer and the law enforcement professionals involved.
  • Harassment: Many times, streamers will be harassed by their own viewers via the streams text chat. This can be alleviated slightly by having a moderator in the chat who can ban offenders.

As a viewer:

  • Violence is prominent in many of the games that are streamed on Twitch. This may not be suitable for younger children.
  • Profanity is frequently used by streamers and also present in most of the text chats.
  • Harassment and cyberbullying may also occur from other viewers in the text chat.
  • Distraction is also extremely common among young viewers. They may become so engrossed in the stream that they end up spending more time than they should. This may lead to the neglecting of other responsibilities.

GetKidsInternetSafe rates Twitch as a yellow-light app, due to the possibility of harassment and the ease of communication with strangers. It is recommended that you watch the streams from the content creator before allowing your child to tune into streams. Our How to Spot Marketing Supplement to our free Connected Family Screen Agreement contains valuable information to educate your child to be a smart, informed online consumer.

Thanks to CSUCI intern, Jess Sherchan co-authoring this article.  For further information on the possible career opportunities gaming and streaming can provide, please take a look at the GKIS article Is Your Child a “Professional Gamer.”?

I’m the mom psychologist who will help you GetKidsInternetSafe.

Onward to More Awesome Parenting,

Tracy S. Bennett, Ph.D.
Mom, Clinical Psychologist, CSUCI Adjunct Faculty
GetKidsInternetSafe.com

Works Cited

[1] Cook, James (2014) The Story of Video Game Streaming Site Twitch https://www.businessinsider.com/the-story-of-video-game-streaming-site-twitch-2014-10

Photo Credits

Photo by Ulricaloeb (Flickr)

Photo by Tim Bartel (Flickr)

Photo by Karl Hols (Flickr)

Is Your Child a “Professional Gamer”?

“These games are a waste of time!” Does this parent-rant sound familiar? We are all hooked on our screen activities, but gaming has a particularly addictive quality. We already covered that there are many benefits. One big benefit that we haven’t covered yet is that gaming is a great launch for professional ventures that connect players to other people all over the world. Why is gaming so popular, and what can be accomplished or gained by playing them?

Why Kids Are Hooked

A common belief about video games make us mindless. Many studies have found links to aggression and gamers. However, these studies primarily tested a small subset of games with violent shooters. In contrast, studies from role-playing games have shown benefits for the player.

Specifically, gamers have been shown to demonstrate and build emotional skills like feeling guilt and shame when a character acts immorally.[1] Games also provide a fertile resource for building team play and social skills. For instance, in one study online gamers reported feelings of community and belonging while playing online. They claimed that the social relationships gained while playing provided them with social support and helped them develop a healthy social identity.[2]

Action games, which do include shooters, have also been shown to increase our ability to hold visual information[3], increase the ability to multi-task and manage attention[4], and calm and de-stress.[5]

Games are not simply a means of passing the time. The time spent playing is meaningful. Other exciting benefits include entertainment, identity exploration, and higher-order thinking and problem-solving. Gaming can even launch life-changing educational, entrepreneurial, networking, and earning opportunities!

What game do I want to play?

Each gamer is unique and expresses themselves through the genre or style of gameplay they choose. Each genre requires certain skills and characteristics for the player to succeed. There are five main genres in gaming: Action, Role-Playing, Simulation, Strategy, and Sports.

Action

  • The player is given challenges that can include climbing obstacles, solving puzzles, defeating enemies, or collecting certain key items.
  • The player must have fast hand-eye coordination and quick reflexes to succeed.
  • Popular games include Minecraft, Overwatch, Fortnite, Grand Theft Auto.

Role-Playing

  • Based on the tabletop game Dungeons and Dragons
  • The player is tasked with completing missions to progress and strengthen their character(s).
  • Contains immersive worlds and engaging stories
  • Popular games include World of Warcraft, Final Fantasy, Pokémon.

Simulation

  • Utilizes the use of virtual worlds to simulate aspects of reality and fantasy for training purposes
  • There are no goals the player has to follow.
  • Popular Games include The Sims, Farming Simulator, Flight Simulator.

Strategy

  • Gives the player control of multiple characters
  • Players must use these characters to explore, engage in combat, and gather and utilize economic resources.
  • To succeed the player must use strategy and great tactics.
  • Popular Games include StarCraft, Civilization, Age of Empires.

Sports

  • Allows the player to take control and play as their favorite sports team or player
  • Some games in the genre try to recreate current sports as realistically as possible, while others create new sports with over-the-top effects and fast gameplay.
  • Popular Games include Madden, FIFA, Rocket League.

What do I want to do in the game?

Through gaming, children are provided with unique freedoms and communicative abilities. In most games, the first goal is to decide what mission to pursue. Completion of the mission rewards the gamer by furthering the story, giving the gamer new items, or providing the gamer with experience points used to increase the skill of their character.

When deciding how to approach the mission, the gamer is given multiple options. In single-player games, the gamer can choose the look of their character, which missions to pursue, and how they wish to approach each mission. The gamer must decide if they want to take on the mission alone, team up with a friend, or tackle missions online with millions of other players worldwide. Cooperative games offer an intimate, fun experience that can be shared with friends and family on a single TV or in private online sessions. They also have to decide about strategy. For example, they can:

  • charge straight in taking on all challenges at once,
  • take a stealthy approach,
  • scout the area and gather resources along the way, or
  • create a tactic all their own.

Game Streaming & eSports

Social media sites have become an integral part of a gamer’s identity. They give players the ability to choose their online friends, the style of their home page, and what is posted and commented on their profile. Kids can communicate through private sessions with friends and live streams to a worldwide audience.

Dozens of video streaming sites and their users have taken advantage of this gaming movement. On YouTube and TikTok, popular personalities showcase themselves playing video games to garner more views and make revenue from advertisers.

Twitch TV is a video game streaming site that allow users to live-stream themselves playing games to global online audiences. Streamers are paid through viewer subscriptions, donations, and sponsorships. Sponsorships are given to gamers for unique and appealing personalities and highly acclaimed skills. Many gamers who are sponsored for their skills are also part of a rapidly growing eSports league.

The eSports league involves teams and tournaments similar to those seen in other professional sports leagues. Funding for tournaments and players comes through sponsorships, endorsements, advertisements, and online donations. Gamers are paid well for winning. For instance, a popular game, Dota 2, had a prize pool of over twenty million in 2016. Each player of the winning team took home $1.8 million.[6]

eSports can also bring fame. The eSports league has become a huge phenomenon spanning the globe, rivaling and even surpassing long-standing professional sports. In 2014, a popular PC game, League of Legends had a tournament that garnered more viewers than game seven of the MLB finals and game seven of the NBA finals combined![7]

Universities have begun to pick up on the eSports trend as well. Robert Morris University recently launched the first sponsored eSports Team. Players of the team are students who receive scholarships for their play just as another student would receive a scholarship to play football or basketball. They train just as another collegiate team would. They are instructed by a coach, study the competition, and practice running drills.[7]

In the past, the word gamer was associated with words like lazy and non-social. Fortunately, these stigmas are changing. Gamers today are seen as entrepreneurial (creating your own business), professional, and globally connected.

Thank you to CSUCI Intern, Dylan Smithson for teaching us about the skill-rich, lucrative world of gaming. If you enjoyed reading this article, feel free to share with friends and family, and give us a like on our GetKidsInternetSafe Facebook page.

I’m the mom psychologist who will help you GetKidsInternetSafe.

Onward to More Awesome Parenting,

Tracy S. Bennett, Ph.D.
Mom, Clinical Psychologist, CSUCI Adjunct Faculty
GetKidsInternetSafe.com

Works Cited

[6] Bednarski, S (2016) Top 5 Largest eSports Prize Pools of 2016. http://www.xygaming.com/content/top-5-largest-esports-prize-pools-of-2016/

[3] Blacker, K. J., Curby, K. M., Klobusicky, E., & Chein, J. M. (2014). Effects of action video game training on visual working memory. Journal Of Experimental Psychology: Human Perception And Performance40(5), 1992-2004. doi:10.1037/a0037556

[4] Maclin, E. L., Mathewson, K. E., Low, K. A., Boot, W. R., Kramer, A. F., Fabiani, M., & Gratton, G. (2011). Learning to multitask: Effects of video game practice on electrophysiological indices of attention and resource allocation. Psychophysiology48(9), 1173-1183. doi:10.1111/j.1469-8986.2011.01189.x

[1] Mahood, C., & Hanus, M. (2017). Role-playing video games and emotion: How transportation into the narrative mediates the relationship between immoral actions and feelings of guilt. Psychology Of Popular Media Culture6(1), 61-73. doi:10.1037/ppm0000084

[2] O’Connor, E. L., Longman, H., White, K. M., & Obst, P. L. (2015). Sense of community, social identity and social support among players of massively multiplayer online games (MMOGs): A qualitative analysis. Journal Of Community & Applied Social Psychology25(6), 459-473. doi:10.1002/casp.2224

[7] Ravitz, J (2016) Varsity Gamers Making History and Dumbfounding Parents http://www.cnn.com/interactive/2015/07/us/varsity-gamers-american-story/

[5] Reinecke, L. (2009). Games and recovery: The use of video and computer games to recuperate from stress and strain. Journal Of Media Psychology: Theories, Methods, And Applications21(3), 126-142. doi:10.1027/1864-1105.21.3.126

Takahashi, D (2016) Worldwide Game Industry Hits $91 Billion in Revenues in 2016, with Mobile the Clear Leader. http://venturebeat.com/2016/12/21/worldwide-game-industry-hits-91-billion-in-revenues-in-2016-with-mobile-the-clear-leader/

Photo Credits

Paris Game Week 2013 James Cao, CC BY-NC-SA 2.0

E3 Patsun, CC BY-SA 2.0

Gaming Day Skokie Public Library, CC BY-NC-SA 2.0