Streaming Video Games: Never Own a Game Again

2021 ◽  
pp. 103-122
Author(s):  
David Arditi
Keyword(s):  
2019 ◽  
Vol 5 (2) ◽  
pp. 85-102
Author(s):  
Bonnie Ruberg ◽  
Amanda L. L. Cullen

Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.


2021 ◽  
Vol 4 (2) ◽  
pp. 264-277
Author(s):  
Hu Fangjia ◽  
Jill Savege Scharff

A Chinese student of psychoanalytic child therapy, Hu Fangjia (HF), presented to a small clinical case consultation group an obsessional thirteen-year-old boy who spoke of nothing but equipment for streaming video games. A Western small group consultant, Jill Savege Scharff (JSS), encouraged the bored group to consider the unconscious symbolism in the boy’s obsessive communication in order to sustain interest in understanding his experience of loss and neglect as the eldest living boy in his family.


2019 ◽  
pp. 1-28 ◽  
Author(s):  
James Fleury ◽  
Bryan Hikari Hartzheim ◽  
Stephen Mamber

The introduction chapter provides an overview of the key elements of media franchises in the context of ongoing digital technology developments. In particular, the chapter explains the history of media franchising and how technologies like video games and streaming video have encouraged a shift from multimedia to transmedia franchise management. A summary of significant shifts in contemporary media franchising follows, including a lack of mid-budget projects in favor of blockbusters, the replacement of stars with characters, experiments with cinematic universes instead of just one-off “tentpoles,” the role of television within franchise management, the pursuit of global audiences, and the entrance of Silicon Valley technology companies into Hollywood. The chapter concludes with a summary of the main ideas of each essay within the edited collection.


2020 ◽  
Vol 19 (2) ◽  
pp. 5-6
Author(s):  
Rosa Zeta de Pozo

Este segundo número del año de la Revista de Comunicación, se publica en un contexto social en el que globalmente estamos conviviendo con una pandemia, que está afectando no sólo el ámbito sanitario y social, sino también el político, económico, educativo, y por supuesto el de la comunicación. La comunicación ha seguido su curso en un inusual entorno de confinamiento y vive una aceleración del proceso de transformación digital que ya se venía desarrollando. La data, aunque parcial, nos muestra un primer semestre con resultados diversos. Observamos que la crisis del coronavirus ha aumentado sustancialmente el consumo de las noticias en los medios digitales y en las redes sociales, sin embargo, la confianza en los medios es dos veces mayor que para las redes sociales; se reconoce el valor de los medios de comunicación, pero la recesión cíclica en la economía está perjudicando a todos los editores (Reuters, 2020). Otros sectores, en cambio, como OTT, servicios de streaming, video games, e-sport, data consumption, se han fortalecido en tiempos de pandemia y han logrado resultados beneficiosos, al tener a su audiencia cautiva. El entretenimiento tiene la casa como escenario permanente.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


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