Performance play: consumo digital como performance no streaming de games da plataforma Twitch

Samyr Paz, Sandra Portella Montardo
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引用次数: 4

Abstract

In this paper, we will observe sociotechnical relations undertaken in Twitch — a digital platform that allows live streaming and the viewing of game sessions through Internet — from the comprehension of digital consumption as performance in online social practices. Since the concept of consumption covers the (re)affirmation of subject’s identity in reaction to material artifacts, our approach to account for sociotechnical relations involves Actor-Network Theory to discuss the acts of streaming and watching games on Twitch. We choose an Ethnographic Methodological approach, as we considered it as a pertinent method to accomplish the interpretation of users’ appropriation of this game streaming platform as digital consumption. The data from this research were gathered from the responses of an online survey answered by 177 Brazilian users, from participant observations, and from conducted interviews with three streamers. As a result, was perceived that the computerized coded structures of Twitch generate ambiguous relationships of digital consumption as performance because, despite the attempt of control through code, the manipulation performed by the users of the platform systems allows us to observe what we call “performance play”, a polysemic term that, in this investigation, refers to users entertaining, contesting and acting. Keywords: Twitch, consumption as performance, ethnography.
性能玩:消费数字como性能无流de游戏数据平台Twitch
在本文中,我们将观察在Twitch中进行的社会技术关系-一个允许通过互联网直播和观看游戏会话的数字平台-从数字消费的理解作为在线社会实践的表现。由于消费的概念涵盖了主体对物质产物的(重新)认同,我们解释社会技术关系的方法涉及演员网络理论,以讨论在Twitch上流媒体和观看游戏的行为。我们选择了人种学方法,因为我们认为这是一种将用户对游戏流媒体平台的挪用解释为数字消费的相关方法。这项研究的数据来自177名巴西用户的在线调查,参与者的观察,以及对三名主播的采访。因此,我们认为Twitch的计算机编码结构产生了数字消费与表现之间的模糊关系,因为尽管用户试图通过代码进行控制,但平台系统的用户所执行的操作使我们能够观察到所谓的“表演游戏”,这是一个多义术语,在本研究中指的是用户娱乐、竞争和表演。关键词:Twitch,消费即表现,人种学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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