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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>(Re)Branching Narrativity: Virtual Space Experience in Twitch Ilgin Kizilgunesler1</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ilgin Kizilgunesler</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Manitoba</institution>
          ,
          <addr-line>Winnipeg MB</addr-line>
          ,
          <country country="CA">CANADA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Twitch, as an online platform for gamers, has been analyzed in terms of its commercial benefits for the increase of game sales and its role in bringing fame to streamers. By focusing on Twitch's interactive capacity, this paper compares this platform to narrative games, playable stories, and mobile narratives in terms of the role of the user(s) and their virtual space experience. Drawing on theories by Marie-Laure Ryan and Rita Raley, the paper argues that Twitch assigns authorial roles to the users (i.e., the streamers and the subscribers), who branch the existing narrative of the game by determining the path of the setting collectively. By doing so, the paper proposes Twitch as a space, which extends the immersion that is discussed around multiple forms of interactive narrativity.</p>
      </abstract>
      <kwd-group>
        <kwd>Twitch</kwd>
        <kwd>interactivity</kwd>
        <kwd>co-creativity</kwd>
        <kwd>immersion</kwd>
        <kwd>meta-game</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Digital narrativity remains an evolving series of art forms, which primarily cluster
around the essentiality of an interactive narration in relation to the achievement of an
immersive experience. The basic components of this immersion including its
emotional and spatial ramifications, and the role of the user within this experience are
analyzed by scholars such as Marie-Laure Ryan in “From Narrative Games to
Playable Stories: Toward a Poetics of Interactive Narrative” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and Rita Raley in
“Walk This Way: Mobile Narrative as Composed Experience” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Whereas Ryan
classifies certain aspects of narrative games and playable stories, along with specific
features of the quality of immersion provided by each, Raley provides a thorough
description of mobile narratives as a genre and the levels of participant interaction
with the environment as a text.While defining the presence of the user, these articles
focus on the role attributed to the user such as the “observer”, “the participant”, or
“the experiencer” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Although each article indicates essential elements in reading or
reinterpreting narratives in virtual or augmented reality forms, their common ground
is to situate the participant in such a place that the immersive effect could be
extended. The aim of this paper is, therefore, to explore the extension of this
immersion with the co-creative aspect that is assigned to the participant in Twitch
through the illusion of space. Twitch, has been analyzed in terms of its role in
promoting game sales [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and forming a celebrity culture within gaming communities
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Furthermore, Twitch has also been inspected for the analyses of user behaviors
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], as well as for the connection between the scale of the broadcasted material and
popularity of channels [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Alternatively, this paper offers a theoretical approach,
while arguing that Twitch assigns authorial roles to the users, who branch the
narrative on their screen by determining the path of the setting with the streamer, the
game, and the subscribers triangle.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Twitch and Co-authorship</title>
      <p>
        As an online platform, Twitch is where game streamers and fan communities meet
during a live broadcast of the players, who simultaneously both play the game and
interact with their audience. While the streamers participate in this interaction with an
extended microphone, their online audience engages in this activity with an online
chat screen, which is visible both to the streamers and to the audience. Although
generally the streamers appoint a moderator for their chats, who can either be a
moobot or a nightbot which is designed to send links periodically to the followers for
the upcoming broadcasts, the moderator’s duty is usually to let the streamers know
about technical problems in order to maintain the quality of the streaming, or to ban
those who send inappropriate and discontented messages, temporarily; timeout, or
permanently. Apart from the occurrence of this facility, neither a moderator, nor a
streamer has authorial control over the content of the instant messages. Even though
their content ranges from the expressions of fascination towards the streamer to the
unrelated random utterances, there is a wide usage of this platform for exchange of
real time collaboration between these two agencies while playing the game. Through
this collaboration, the online audience comments on the streamers’ play, shares ideas
or suggests paths according to the evolvement of the story, all of which have direct
and indirect effects on the sequences in the development of the branching narrative,
which Ted Nelson sees as a primary function of a participant [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Although the
participant does not inhabit a physical space, which complicates the notion of the
exploration of the text through physical movement, Twitch resembles GPS-and
SMSenabled mobile narratives in terms of “mode of engagement” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], as it provides an
interaction with the others instead of inviting isolation and individual exploration. In
addition, Twitch also maintains epistemic and temporal immersions in Ryan’s
terminology [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Epistemic immersion, in Twitch, is kept when “non-interactive
narrative of the past is embedded in an interactive game” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In other words, the
computer game is embedded into the interaction between the audience and the
streamer. As for temporal immersion, Twitch substitutes narrative games and playable
stories, which fail to extend the duration of suspense since “when players can
determine the path through their choice of action; the uncertainty is lost” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. With
sustainability of these immersions, therefore, the prolonged immersion, which was
seen primary in interactive narrative by Ryan and Raley, is achieved in relation to the
role of the participant. Defined as a desire to know for the future, suspense remains
steady in Twitch owing to the actions of avatars, which are improvised at the time of
action by the streamers and the audience and therefore, cannot be predicted by a
single user.
Even though Twitch does not follow a predetermined linearity, it creates a chain
between a narrative game and a playable story by taking the former as basis and
turning it into the latter. In terms of Ryan’s scheme, the narrative meaning of the
computer game overtops the users’ actions, which lead to the observation of the
story’s development. By taking its roots from the narrative meaning, Twitch then
circles back to its origin through a connection between these two types of
interactive narrative.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>
        Twitch offers a virtual space, in which the story of the game is simultaneously
rebranched on the basis of participant interaction(s). Even though the participants do not
physically co-exist in real space with each other, they remain involved in the setting
by developing a shared memory, resulting from a collaborative interaction during
gameplay. Ryan explains the notion of re-branching narrative in relation to
metafiction in her book Possible Worlds, Artificial Intelligence, and Narrative Theory [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
She points out that in some literary works the utterances of the narrator within the
main text form a fiction on its own; “creating a ‘fictional fiction’” [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. She then
questions the fictionality of this concept by asking: “Can a fiction really contain
islands of nonfiction or does a so-called authorial intervention create a new layer of
role-playing?” [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Considering the fact that Twitch is already defined as a part of
“meta-game (including the surrounding media and fan cultures)” [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], and owing to the
exchange of live messages between the streamers and subscribers, the users in Twitch
contribute to the textual aspect of the game by breaking the fourth wall. As opposed
to the traditional aspect of branching narrative, therefore, the layering within the
narrative results from a detachment from the fictional boundaries of the text.
Furthermore, Twitch, as a live streaming platform, brings multiple definitions of
interactivity together, which occurs as another significant factor in terms of reading its
immersivity. Susanne Eichner refers to “three traditions of interactivity research” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
in Agency and Media Reception, which “[stem] from sociological concepts of
interaction, …communication and media studies, and …computer science” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
respectively. Twitch encompasses all of these various modes of interaction by
providing a “social action ...based on reciprocal and interrelated awareness” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
“textrecipient communication” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and finally through HCI (human-computer interaction).
With combining these features, it introduces a structure, which promises a possible
transformation of TV talk shows in connection to the gaming talk shows, where
guests and hosts broadcast a talk show via Twitch without sharing a space but
simultaneously being in the same setting.
      </p>
      <p>Conclusively, owing to its structure, Twitch presents a space for the users,
where they can participate in the gaming environment on a collaborative basis,
taking a part in the development of the story. This paper offers a theoretical
approach to this environment based on the theoretical overview existing in multiple
forms of interactive narrativity. This analysis might further be developed into a
content analysis based on a comparison between the sequential progression of
gameplay and exchange of messages between the audience and streamers.</p>
    </sec>
    <sec id="sec-4">
      <title>References</title>
    </sec>
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</article>