4,739 research outputs found

    Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game

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    Social media has become a major communication channel for communities centered around video games. Consequently, social media offers a rich data source to study online communities and the discussions evolving around games. Towards this end, we explore a large-scale dataset consisting of over 1 million tweets related to the online multiplayer shooter Destiny and spanning a time period of about 14 months using unsupervised clustering and topic modelling. Furthermore, we correlate Twitter activity of over 3,000 players with their playtime. Our results contribute to the understanding of online player communities by identifying distinct player groups with respect to their Twitter characteristics, describing subgroups within the Destiny community, and uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201

    Digital Intimacy in Real Time: Live Streaming Gender and Sexuality

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    This article serves as the guest editors’ introduction to the Television and New Media special issue dedicated to gender and sexuality in live streaming. Live streaming is a key part of the contemporary digital media landscape; it sits at the center of wide-reaching shifts in how culture, entertainment, and labor are expressed and experienced online today. Gender and sexuality are crucial elements of live streaming. Across live streaming’s many forms, these elements manifest in myriad ways: from gendered performances to gender-based harassment, from LGBTQ community building to real-time sex work. This special issue models an interdisciplinary approach to studying gender and sexuality in live streaming, featuring scholarship from the humanities, social sciences, and human-computer interaction. It also serves as an impassioned call to those who study technological tools and platforms like live streaming to pay attention to the crucial roles that identity, power, embodiment, and intimacy play in these technologies. There can be no full cultural understanding of live streaming that does not address its entanglements with sexuality and gender

    REPRESENTASI IDENTITAS GENDER PADA PLATFORM LIVE STREAMING GAME TWITCH.TV

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    This study aims to determine the representation of gender identity on the live streaming game platform Twitch.tv. Gender performative theory assumes that humans produce identity, including gender through appearance or self-expression. At Twitch, basically communication takes place using an online medium. Streamers are given the freedom to represent their gender identity by creating content that can be seen by the public. This study uses a qualitative approach and uses Roland Barthes's semiotic analysis to determine the representation of identity displayed on verbal and nonverbal messages. The results are (1) Representation of feminine gender identity is shown by giving more personal information on the main page with words that indicate closeness rather than masculine; (2) Representation of feminine gender identity is shown by better maintaining relationships with audiences with personal conversations and telling in detail with the audience at the opening and closing of streaming content where masculine is more minimal; (3) Representation of feminine gender identity is shown by being more responsive to the ideas of the audience by providing space so that the audience can participate in communicating with streamers rather than masculine; (4) Representation of feminine gender identity is shown by being gentle in criticizing fellow gamers; (5) Representation of feminine gender identity is shown by emphasizing the tone of voice, maintaining eye contact to emphasize expression rather than masculine; (6) The selection of different artifacts according to gender identity in the form of choosing the color of clothes, type of clothes, dominance of the profile layout, background decoration and game characters presented

    Pognalysis: An Analysis of Gender and Language on Twitch.tv

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    With the success of the video game and eSports industries, comes the rise of Twitch.tv (also known as Twitch), the most popular live-streaming platform today. Being that the most popular activity to stream on Twitch.tv is video games, there is a lot of overlap between those who play video games or are avid eSports fans and those who watch Twitch. However, these communities are notorious for their hostility towards women. The goal of this study is to assess, if any, the differences in atmosphere, as well as the differences in the presence of gendered language/harassment, profanity, and non-gaming/non-activity related words between male and female Twitch streamers. In this study, I web-scraped live Twitch chats, pulled statistically overrepresented words, and ran various probit regressions to accomplish this. Findings indicate that there is somewhat a presence of gendered language/harassment and profanity on Twitch.tv. There is also a slight but statistically significant difference in probability of profanity, and environment between male and female Twitch streamers. The specific marginal effects of gender showed that for a male streamer, the likelihood of presence of harassment or profanity increased by 1.26%, while the likelihood of presence of harassment decreased by .08% in comparison to female streamers. Lastly, for a male streamer, the likelihood of presence of profanity increased by 1.42% in comparison to female streamers. Harassment, however, showed to be statistically insignificant, possibly due to various caveats

    RETHINKING DISCOURSE COMMUNITIES IN THE DIGITAL AGE: THE EFFECTS OF STREAMING ON DISCOURSE OF GAMING COMMUNITIES

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    This thesis applies of John Swales’ theory of discourse community (DC) to online streaming sites—a context that creates what this thesis defines as a streamed-discourse community—while examining the context of online streamed discussions, and why they are relevant to rhetorical barriers to digital community building within composition/rhetoric scholarship, especially discourse community research such as Swales\u27 that considers how discourse within a group can create distinct types of communities and social activities

    From Virtual to Physical: Video Game Streaming Communities

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    This is an exploration of the inner lives of video game streamers, how they interact with their audiences and the social phenomenon of live streaming. It encompasses streamers, viewers, professional eSports athletes and indie game designers. www.averykmiles.co

    Performing Both Sides of the Glass: Videogame Affordances and Live Streaming on Twitch

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    This thesis examines the performative dimensions videogame affordances assume within online, live streaming environments. This approach considers how streamers configure their videogame play in terms of a potential audience, drawing on five semi-structured, in-depth interviews with Australian-based Twitch streamers to analyse how streamers leverage videogame affordances to produce “meaningful moments”. Guiding this thesis is the question of how the player-videogame relationship is maintained, fractured or altered within live-streaming environments such as Twitch

    Laboring Artists: Art Streaming on the Videogame Platform Twitch

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    The relationship between labor and play is complex and multifaceted, particularly so as it relates to the playing of games. With the rise of the online streaming of games and play these platforms and activities have expanded the associated practices in ways that are highly nuanced and dictated in part by the platform itself. This paper explores the question as to whether the types of labor practices found in games hold across other non-game activities as they engage with streaming through an observational study of art streamers on Twitch. By examining art streamers and comparing their labor to that of games and game streaming, we find that not only are they similar in practice, but that that the structure of Twitch and platforms such as YouTube push this conformity. Thus, play and labor are not opposed and are in fact intermingled in these activities, in ways that are becoming highly platformized
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