Livestreaming of video games has become a mainstay in modern entertainment industry. Video game broadcasting is growing in a rapid pace, as technology to accommodate it is catching up to the demand. There is no shortage of different genres of gaming streams available in all kinds of streaming services, such as Youtube, Twitch and Niconico. Therefore, it is important to gain a deeper understanding of this newly arising phenomenon of video game livestreaming. To help facilitate this growth, Focus is set into the differences between two vastly different audiences: Japanese and English. Data is collected from multiple VODs (video-on-demand) of recorded livestreams broadcasts, which show footage of videogames called Dungeon & Fighter Duel and League of Legends. The chat room reactions of each VOD is categorized and analysed for prevalent emotions and patterns. Examining the problematic toxic behavior present in the gaming culture, aqualitative comparison between English and Japanese speaking audiences show that the negative behavior can be attributed to the amount of anonymity. Japanese Twitch.tv culture is not as large as the English counterpart, remaining a less toxic environment.