Relationships on Twitch is a very interesting topic, especially when it comes to implications for marketing and online privacy. As I perused the poster, a couple of thoughts came to mind: (1) How does a state of flow, or the psychological state consumers experience when they are completely involved and not easily distracted online (Hoffman and Novak, 1996) contribute to how easily people can form relationships via Twitch? This could be from the perspective of the gamer (fully immersed in the game) or the viewer (fully immersed in someone else playing the game, almost like watching a movie). (2) The small community mentioned by interviewees is also one that may be closely knit based on interests. As you continue your work, it would be interesting to tease out the effect of community size (e.g., the second comment in the second "preliminary insights" box) from the effect of micro-interests (e.g., a passion for the same game or genre of games, characters, etc). Wishing you all the best as you move forward with your interesting work!