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  1. Non-profit driven indie game development represents a growing open and participatory game production model as an alternative to the traditional mainstream gaming industry. However, this community is also facing and coping with tensions and dilemmas brought by its focus on artistic and cultural values over economic benefits. Using 28 interviews with indie game developers with a non-profit agenda across various cultures, we investigate the challenges non-profit driven indie game developers face, which mainly emerge in their personal or collaborative labor and their endeavors to secure sustainable resources and produce quality products. Our investigation extends the current HCI knowledge of the democratization of technology and its impact on the trajectory of innovating, designing, and producing future (gaming) technologies. These insights may help increase the opportunities for and retention of previously underrepresented groups in technology production and inform effective decision/policy making to better support the creativity industry in the future. 
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    Free, publicly-accessible full text available April 19, 2024
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  4. The digital presentation of gender and sexuality has been a long-standing concern in HCI and CSCW. There is also a growing interest in exploring more nuanced presentations of identity afforded in emerging online social spaces that have not been thoroughly studied. In this paper, we endeavor to contribute towards this research agenda in yet another new media context – live streaming – by analyzing female and LGBTQ streamers’ practices to present and manage their gender identity and sexual identity. Our findings highlight streamers’ gender representation and sexual representation as a demonstration of controlling their own bodies, an awareness of the audiences and the resistance to their expectations, and an exhibition of the affordances and power structure of the specific online social space. We extend existing studies on live streaming by exploring the understudied gender identity and sexual identity aspect of the streaming practices. We also highlight the less audience/performance-oriented but more self-driven aspect of digital representations and the importance of affirmation and empowerment in this process.We add nuance to the existing HCI/CSCWstudies on gender and sexuality by investigating a highly dynamic, interactive, and multilayered self-presentation mechanism emerging in live streaming and point to the need for potential new lenses to analyze technology-supported identity construction. 
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  5. Live streaming is a unique medium that merges different layers of communication by facilitating individual, group, and mass communication simultaneously. Streamers who broadcast themselves on live streaming platforms such as Twitch are their own media entity and have the challenge of having to manage interactions with many different types of online audiences beyond the translucent platform interfaces. Through qualitative interviews with 25 Twitch streamers, in this paper we share streamers’ practices of discovering audience composition, categorizing audience groups, and developing appropriate mechanisms to interact with them despite geographical, technological, and temporal limitations. We discuss streamers’ appropriation of real-time signals provided by these platforms as sources of information, and their dependence on both technology and voluntary human labor to scale their media entity. We conclude with design recommendations for streaming platforms to provide streamer-centric tools for audience management, especially for knowledge discovery and growth management. . 
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