<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2007-3607</journal-id>
<journal-title><![CDATA[PAAKAT: revista de tecnología y sociedad]]></journal-title>
<abbrev-journal-title><![CDATA[PAAKAT: rev. tecnol. soc.]]></abbrev-journal-title>
<issn>2007-3607</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Guadalajara, Sistema de Universidad Virtual]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2007-36072024000200004</article-id>
<article-id pub-id-type="doi">10.32870/pk.a14n27.861</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Análisis bibliométrico de la producción científica sobre streaming de videojuegos en Twitch]]></article-title>
<article-title xml:lang="en"><![CDATA[Bibliometric analysis of scientific production on videogames streaming on Twitch]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Navarrete Vega]]></surname>
<given-names><![CDATA[Mabel Andrea]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de Colima  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Mexico</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2024</year>
</pub-date>
<volume>14</volume>
<numero>27</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2007-36072024000200004&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2007-36072024000200004&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2007-36072024000200004&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La investigación explora la producción académica por años sobre streaming de videojuegos en Twitch, resaltando una falta de revisión bibliográfica previa. El estudio usa un enfoque cualitativo, combinando revisión sistemática, análisis bibliométrico y mapeo científico para identificar temas relevantes desde el marco de la Media Ecology. Hallazgos basados en 70 artículos muestran creciente interés desde 2016. A partir de 2020, se enfoca en motivaciones, comportamientos y relaciones de espectadores. Se profundiza en significados asociados al consumo, interacción, compromiso, toxicidad y moderación en los streaming. Se exploran culturas minoritarias como la comunidad queer y mujeres streamers. Se conceptualiza el fenómeno y su monetización. Se refleja desigualdades sociales evidentes en la producción del campo, con predominio asiático, estadounidense e inglés, y escasa representación latina y femenina. Se sugiere explorar la cultura de streaming en América Latina para entender mejor el fenómeno, considerando a los espectadores hispanohablantes en segundo lugar en Twitch.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract: The research explores academic production over the years on video game streaming on Twitch, highlighting a lack of prior bibliographic review. The study uses a qualitative approach, combining systematic review, bibliometric analysis and scientific mapping to identify relevant themes from the Media Ecology framework. Findings based on 70 articles show increasing interest since 2016. As of 2020, it focuses on viewer motivations, behaviors, and relationships. It delves into meanings associated with consumption, interaction, commitment, toxicity and moderation in streaming. Minority cultures such as the queer community and female streamers are explored. The phenomenon and its monetization are conceptualized. Evident social inequalities are reflected in the production of the field, with Asian, American and English predominance, and little Latin and female representation. It is suggested to explore the streaming culture in Latin America to better understand the phenomenon, considering Spanish-speaking viewers in second place on Twitch.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[bibliometría]]></kwd>
<kwd lng="es"><![CDATA[plataforma digital]]></kwd>
<kwd lng="es"><![CDATA[consumo digital]]></kwd>
<kwd lng="en"><![CDATA[bibliometrics]]></kwd>
<kwd lng="en"><![CDATA[digital platform]]></kwd>
<kwd lng="en"><![CDATA[digital consumption]]></kwd>
</kwd-group>
</article-meta>
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