“You’re Too Pretty to Be a Challenge Runner”: Changing “Gamers” in an Age of Live Streaming

Kevin Garvey
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Abstract

Persistent misogyny in video gaming spaces has motivated calls for broader recognition of female players and the development of protective, welcoming spaces. Yet even recognition of female gamers remains elusive. By allowing individuals to broadcast themselves playing games, Twitch has greatly enhanced the visibility of players, including high-skill, hard-core female gamers developing dedicated viewer audiences. This study investigates the community management of female streamers who focus on high-skill “challenge running” and participate in hard-core challenge run communities. Regularly encountering online misogyny, these streamers have developed four distinct strategies in reply: overcoming antagonistic audiences, capturing audience emotion, anticipating antagonism, and combating misogyny through humor and recontextualization. Streamers learn to anticipate negative, misogynistic attention and, in collaboration with supportive viewers, creatively transform it into positive channel content for their benefit. By visibly challenging games and antagonistic viewers alike, these streamers provide new methods for responding to misogyny in online gaming spaces.
"你太漂亮了,不适合做挑战赛选手":直播时代的 "玩家 "变迁
视频游戏空间中持续存在的厌女症促使人们呼吁更广泛地认可女性玩家,并开发保护性的、受欢迎的空间。然而,即使是对女性游戏玩家的认可也仍然难以实现。通过允许个人直播自己的游戏,Twitch 极大地提高了玩家的知名度,其中包括高技能、高难度的女性玩家,她们培养了专门的观众群。本研究调查了专注于高技能 "挑战赛跑 "并参与硬核挑战赛跑社区的女性直播者的社区管理情况。由于经常遭遇网络上的厌女症,这些女流媒体人发展出了四种不同的应对策略:克服对立的观众、捕捉观众情绪、预测对立情绪,以及通过幽默和重新语境化来对抗厌女症。直播者学会预测负面的、厌恶女性的注意力,并与支持他们的观众合作,创造性地将其转化为有利于他们的积极的频道内容。通过明显挑战游戏和对立的观众,这些流媒体提供了应对在线游戏空间中厌恶女性的新方法。
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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