scholarly journals Game streams and let’s play: Perspectives of a sociological analysis

2020 ◽  
Vol 13 (4) ◽  
pp. 460-475
Author(s):  
Nadezhda A. Zinovyeva ◽  

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.

2017 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Marlina Marlina

Reading short stories “Suku Pompong” (Pompong Tribe) and “Rumah di Ujung Kampung” (House at the End of the Village) is like reading a historical reality that is happening on the ground of Riau Malay. The exploitation of forest resources on a large scale in recent decades in Riau Province has changed the land use of the area of intact forest into plantation area. The exploitation process causes friction in the community. The friction is eventually lead to conflict between communities and plantation companies. Their struggle to resolve conflicts and maintain their ancestral land, the strength of the company that has the license to the land and sadness when the public finally has always been on the losing side. This study objected to describe the objective reality of the Malay community in terms of land conversion, the communal land into plantations and reality of imaginative literature contained in the short stories “Suku Pompong” dan “Rumah di Ujung Kampung”. This study applied the sociology of literature approach, while the sociological approach to literature is a literary approach that specializes in reviewing literature by considering the social aspects. Based on these approaches, it can be concluded that short stories Suku Pompong and Rumah di Ujung Jalan are short stories that raised the reality of the Malay community.AbstrakMembaca cerpen “Suku Pompong” dan cerpen “Rumah di Ujung Kampung” seperti membaca sebuah realita sejarah yang terjadi di tanah Melayu Riau. Ekploitasi sumber daya hutan secara besar-besaran pada beberapa dekade terakhir di Provinsi Riau telah mengubah tata guna lahan dari kawasan hutan yang utuh menjadi kawasan perkebunan. Proses eksploitasi tersebut menimbulkan gesekan-gesekan dalam masyarakat. Gesekan-gesekan inilah yang akhirnya menimbulkan konflik antara masyarakat dengan pihak perusahaan perkebunan. Perjuangan masyarakat dalam menyelesaikan konflik dan mempertahankan tanah leluhur mereka, kekuatan pihak perusahaan yang memiliki surat izin atas tanah tersebut, dan kesedihan ketika masyarakat akhirnya selalu berada di pihak yang kalah. Penelitian ini bertujuan untuk mendeskripsikan realitas objektif masyarakat Melayu Riau dalam hal alih fungsi lahan, dari lahan tanah ulayat menjadi lahan perkebunan, dan realititas imajinatif sastra yang terdapat dalam cerpen “Suku Pompong” dan cerpen “Rumah di Ujung Kampung”. Penelitian ini menggunakan pendekatan sosiologi sastra, yaitu suatu pendekatan sastra yang mengkhususkan diri dalam menelaah karya sastra dengan mempertimbangkan segi-segi sosial kemasyarakatan. Dari pendekatan tersebut dapat diambil kesimpulan bahwa cerpen “Suku Pompong” dan cerpen “Rumah di Ujung Kampung” memang merupakan cerpen yang mengangkat realitas masyarakat Melayu Riau.


Author(s):  
Néstor Horacio Cecchi ◽  
◽  
Fabricio Oyarbide ◽  

For those of us who have been going through the public university for decades, a clear tendency in most of our institutions to rethink their senses, their missions, their functions, in sum: their must be. In these times and these contexts in which deep inequalities are made visible with absolute clarity, these tendencies to construct new meanings acquire a particular relevance. We understand that public universities in the exercise of their autonomy and as members of the State, must assume a leading role with a contribution that contributes to guaranteeing rights, in particular, of the subalternized sectors. This critical positioning is inescapable to consolidate the social commitment of our higher education institutios. This compelling transformative intention has a valuable background. In this sense, we warn that both in Argentina and in some of the countries of the Region, tendencies to consolidate, systematize, institutionalize processes of emancipatory articulation in their relations with the territory, organizations and social movements have been reproduced for some years, many of them, through curricularization processes in its different meanings. These experiences, dissimilar by the way, find the need to settle, to institutionalize themselves through various conformations that in some cases converge in Educational Social Practices or similar names, with different, unique formats, but with different meanings as well. That is why we propose to display, analyze, make visible some of the salient characteristics of these processes, the regulations, their singularities, similarities, the multiplicity of their feelings, in sum, their metaphors.


Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.


Author(s):  
Michael Barlow

This chapter covers the emerging area of the use of commercial off-the-shelf (COTS) computer games for military, defense and security purposes. A brief background is provided of the historic link between games and military simulation, together with the size and scope of the modern computer game industry. Considerable effort is dedicated to providing a representative sample of the various defense and security usages of COTS games. Examples of current usage are drawn from a range of nations including the United States (U.S.), Australia, Denmark, Singapore and Canada. Coverage is broken into the three chief application areas of training, experimentation and decision-support, with mention of other areas such as recruitment and education. The chapter highlights the benefits and risks of the use of COTS games for defense and security purposes, including cost, acceptance, immersion, fidelity, multi-player, accessibility and rapid technological advance. The chapter concludes with a discussion of challenges and key enablers to be achieved if COTS games are to obtain their true potential as tools for defense and security training, experimentation and decision-support. Aspects highlighted include the dichotomy between games for entertainment and “serious” applications; verification, validation and accreditation; collaboration between the games industry and defense; modifiability, interoperability; quantifying training transfer; and a range of technological challenges for the games themselves.


Modern China ◽  
2019 ◽  
Vol 46 (4) ◽  
pp. 339-371
Author(s):  
Liping Wang

Early twentieth-century China, as with other post-imperial states, faced the challenge of creating a nation encompassing different social groups and cultures. How to identify ethnic groups living in the borderlands and generate nationwide social cohesion became a fundamental question that concerned multiple intellectual communities. This article traces the formation of two approaches to ethnicity—ethnology and sociology—at that time. These two approaches, configuring “ethnic differences” in dissimilar ways, were received differently by the public. In the end, the ethnological approach prevailed and the sociological approach was marginalized. This outcome exemplifies a possible hierarchy of knowledge, but also involves the politics of knowledge. This article shows that the disparate visions of “ethnic others” were produced by intellectuals differently positioned within the social context of post-imperial China. The positionalities of these disciplines explain much of their intellectual alignment.


Author(s):  
Nick Dyer-Witheford ◽  
Zena Sharman

Abstract: Video and computer games are a burgeoning new media industry with global revenues rivaling those of film and music. This article, reporting on a three-year SSHRC-funded research project, analyzes the political economy of Canadian involvement in the interactive game business. After an overview of companies, ownership, markets and regional distribution, it discusses the developmental dynamics and contradictions of the Canadian industry in terms of capital, state, and labour. It concludes by reviewing different ways these interweaving forces may ‘play out’ and their implications for policy decisions affecting the Canadian video and computer game industry. Résumé : Les jeux électroniques sont une nouvelle industrie médiatique en plein essor dont les revenus mondiaux rivalisent avec ceux des industries du film et de la musique. Cet article, qui rend compte d’un projet de recherche de trois ans financé par le CRHS, analyse l’économie politique de la participation canadienne à l’industrie du jeu interactif. L’article – suivant une vue d’ensemble des compagnies, de leurs propriétaires, des marchés, et de la distribution régionale – traite des dynamiques du développement ainsi que des contradictions de l’industrie canadienne en fonction de capital, état et travail. En guise de conclusion, l’article passe en revue les diverses manières dont ces trois forces interreliées pourront évoluer et l’impact de celles-ci sur les décisions politiques portant sur l’industrie des jeux électroniques au Canada.


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


2020 ◽  
Vol 322 ◽  
pp. 01041
Author(s):  
Francis Pfenniger

The twenty years of research experience of the Chilean Construction Institute (IC) to promote “public and private efforts to improve quality, productivity and sustainability in construction” are presented in this paper. IC is a non-profit organisation formed by some public, private and academic actors: two ministries, two universities (Universidad de Chile and Universidad Católica de Chile) the Chilean Construction Chamber, three guilds (Architects, Builders and Engineers) and private industries (from the materials sector) formed this very atypical organisation back in the nineteen-nineties. The IC is a transverse association in which the actors meet freely to discuss issues that affect the construction sector, trying to find common proposals to contribute regarding the development of the country. Important actions have been developed, such as the Chilean isolation regulation; the social housing pathologies study; the National Construction Norms Council; the Chilean construction norms site; the public buildings case study; the CES - Chilean building certification system; the digitalisation of the building authorization system (on the municipal level); the Regional Seismic Code (for all Latin American and Caribbean countries) and others impossible to include here. This effort has proved to be effective and efficient in order to promote regulation upgrading and conduct studies that would otherwise be difficult to do. An interesting case is the thermal isolation regulation: with the support of the academic world, it was possible to agree a common starting point which, at the beginning, was strongly opposed by some actors. This updated regulation has proven that this public-private and academic joint venture is reliable and effective. Two cases are discussed in detail in this document.


Author(s):  
Michael Barlow

This chapter covers the emerging area of the use of commercial off-the-shelf (COTS) computer games for military, defense and security purposes. A brief background is provided of the historic link between games and military simulation, together with the size and scope of the modern computer game industry. Considerable effort is dedicated to providing a representative sample of the various defense and security usages of COTS games. Examples of current usage are drawn from a range of nations including the United States (U.S.), Australia, Denmark, Singapore and Canada. Coverage is broken into the three chief application areas of training, experimentation and decision-support, with mention of other areas such as recruitment and education. The chapter highlights the benefits and risks of the use of COTS games for defense and security purposes, including cost, acceptance, immersion, fidelity, multi-player, accessibility and rapid technological advance. The chapter concludes with a discussion of challenges and key enablers to be achieved if COTS games are to obtain their true potential as tools for defense and security training, experimentation and decision-support. Aspects highlighted include the dichotomy between games for entertainment and “serious” applications; verification, validation and accreditation; collaboration between the games industry and defense; modifiability, interoperability; quantifying training transfer; and a range of technological challenges for the games themselves.


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