“Never Battle Alone”: Egirls and the Gender(ed) War on Video Game Live Streaming as “Real” Work

IF 2.4 2区 文学 Q1 COMMUNICATION
Christine H. Tran
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引用次数: 6

Abstract

From 2018 to 2021, the “egirl” witnessed a radical shift from her origins as a sexualized slur in online gaming. Through critical discourse analysis of news media of this period, this paper interprets this transformation within two primary phenomena: (1) the growth of women game influencers who reclaimed “egirl” slurs in their self-branding and (2) the launch of “Egirl.gg,” a platform for paid gaming companions. I argue that live streaming platform Twitch.tv, and the expansive ecosystems of labor its demand from streamers, were integral to this re-authorization of who can play as themselves in a patriarchal gaming culture. Here, I extend Ergin Bulut’s framework of “ludic authorship” to delineate how stakeholders in game streaming industries masculinize the cultural labor of “authenticity.” The ambivalent embrace of “egirling” via streaming cultural logics further complicates the work of women gamers who must work harder to realize careers in platformed entertainment.
“永远不要独自战斗”:女孩和性别(ed)对视频游戏直播的战争是“真正的”工作
从2018年到2021年,这个“女孩”见证了一个彻底的转变,从她最初在网络游戏中被性别化的蔑称开始。本文通过对这一时期新闻媒体的批判性话语分析,从两个主要现象来解释这种转变:(1)女性游戏网红的成长,她们在自我品牌中收回了“女孩”的辱骂;(2)“女孩”的推出。“付费游戏伙伴平台”。我认为直播平台Twitch。电视,以及它对主播需求的庞大劳动力生态系统,是重新授权谁可以在父权制游戏文化中扮演自己的不可或缺的一部分。在此,我将扩展Ergin Bulut的“滑稽作者”框架,以描述游戏流媒体行业的利益相关者如何将“真实性”的文化劳动男性化。通过流媒体文化逻辑对“少女”的矛盾拥抱进一步复杂化了女性玩家的工作,她们必须更加努力地实现在平台娱乐领域的事业。
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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来源期刊
CiteScore
5.60
自引率
5.00%
发文量
49
期刊介绍: Television & New Media explores the field of television studies, focusing on audience ethnography, public policy, political economy, cultural history, and textual analysis. Special topics covered include digitalization, active audiences, cable and satellite issues, pedagogy, interdisciplinary matters, and globalization, as well as race, gender, and class issues.
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