游戏流和let 's play:社会学分析的视角

N. Zinovyeva
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摘要

这篇文章概述了关于观看游戏流的流行实践的研究。其目标是为新领域的社会学分析勾勒出“增长点”。流媒体和let 's play视频按照线上和线下交流的标准进行划分:流媒体是在线同步创建和播放的,而let 's play视频是离线录制和编辑的。今天,这两种类型的视频都被整合到电脑游戏产业中,而公众评论的出现可以追溯到电视节目。基于研究结果,我们可以谈论流媒体的社会结构,让我们来玩视频——玩家或评论员的主导作用以及围绕他的频道发展的社区。尽管电脑游戏的文本是评论的基础,但它仍然不能涵盖主播/let 's play创作者和观众之间交流的整个主题。分析人士认为,电脑游戏评论是对电脑游戏直接消费的一种抵制。评论内容通常不仅反映了游戏体验,还反映了当前的议程——政治、经济和流行文化。因此,最受欢迎的主播/让我们来扮演创作者成为意见领袖,他们的地位类似于处于副社会关系中心的其他媒体名人。观看游戏流/让我们一起玩视频的人形成了拥有共同兴趣、技能和知识的在线社区。沉浸在一个信息环境中,理解它的语言和其他符号,加强了对一群“朋友”的归属感。作者的贡献在于将关于电脑游戏评论的社会方面问题的研究经验系统化,并将这种实践作为新团队生活空间的社会学方法加以证实。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game streams and let’s play: Perspectives of a sociological analysis
The article provides an overview of research devoted to the popular practice of watching game streams and let’s play. The goal is to outline the “points of growth” for sociological analytics of the new field. Streams and let’s play videos are divided according to the criterion of online and offline communication: streams are created and shown synchronously online, and let’s play videos are recorded and edited offline. Today, both of these kinds of videos are integrated into the computer game industry, and the emergence of comments for the public date back to television shows. Based on the research results, it is possible to speak about the social structure of streams and let’s play videos — the leading role of the gamer or commentator and the community that is developing around his channel. Although the text of a computer game is the basis for comments, it still does not cover the entire topic of communication between a streamer/let’s play creator and the audience. Analysts think that computer game commenting is a form of resistance to the direct consumption of a computer game. The comment content often reflects not only the gaming experience, but the current agenda — politics, economics, and popular culture. Thus, the most popular streamers/let’s play creators become opinion leaders, their status is similar to that of other media celebrities who are at the center of a parasocial relationship. Viewers of game streams/let’s play videos form online communities with common interests, skills, and knowledge. Immersion in one information environment, understanding of its language and other symbols strengthens the feeling of belonging to a group of “friends”. The author’s contribution consists in the systematization of the research experience on the problems of social aspects of commenting on computer games and in substantiating the sociological approach to this practice as a space for the life of new teams.
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