The work of watching Twitch: Audience labour in livestreaming and esports

IF 0.7 Q3 COMMUNICATION
M. Carter, Ben Egliston
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引用次数: 7

Abstract

This article focuses on the interactivity afforded to audiences by the video game livestreaming platform twitch.tv. Drawing on theories of audience labour, we explore what audience interactivity on Twitch might mean within the context of the contemporary digital economy. Specifically, and inspired by a range of existing work in media and cultural studies research on audiences, we argue that interactive audience practices on Twitch can be read as a site of ‘audience work’. Our contention is that the various kinds of interactive, audience practices on Twitch generate considerable economic value for the platform and its broadcasters. In the context of growing academic interest in livestreaming platforms like Twitch, this article contributes a new perspective towards the role that the interactivity of Twitch plays in creating commodified and commercially desirable experiences via the labour of audience activity.
观看Twitch的工作:直播和电子竞技中的观众劳动
本文关注的是视频游戏直播平台twitch.tv为观众提供的互动性。根据观众劳动理论,我们探讨了在当代数字经济背景下,twitch上的观众互动可能意味着什么。具体而言,受媒体和文化研究中对受众的一系列现有工作的启发,我们认为Twitch上的互动受众实践可以被解读为“受众工作”网站。我们的论点是,Twitch上的各种互动、观众实践为平台及其广播公司带来了可观的经济价值。在学术界对Twitch等直播平台越来越感兴趣的背景下,本文为Twitch的互动性通过观众活动创造商品化和商业化的体验提供了一个新的视角。
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
1.10
自引率
25.00%
发文量
8
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