Little Streamer: learning the unconscious symbolism of computer jargon

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 ◽  
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. 226-239
Author(s):  
Jill Savege Scharff

The author describes how her interest in China and Chinese families led her to direct an online two-year programme for training Chinese therapists in child and adolescent psychoanalytic psychotherapy. She sets her work in its social and professional context. She outlines the design and discusses modification in teaching technique to suit this educational setting, in which time must be allowed for translation from English to Chinese, and from conscious to unconscious. She illustrates a clinical case consultation group to show the group mind at work, and concludes with oral and written evaluation from participants.


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.


2015 ◽  
Vol 13 (5) ◽  
pp. 479-503 ◽  
Author(s):  
Amanda C. Cote

In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine gamer as more than just “male.”


2015 ◽  
Vol 13 (4) ◽  
pp. 327-348 ◽  
Author(s):  
Benjamin Stokes ◽  
Dmitri Williams

Commercial games are rarely studied for their links to civic behavior. Yet small-group games online can affect the social networks that spill into civic life (and vice versa). This study examined players of the world’s most popular personal computer game, League of Legends. Such games are theorized as mirrors that reflect civic tendencies and help some players to retain social resources. Using models of civic voluntarism, the attitudes and behaviors of more than 9,000 gamers were investigated. Gamers were shown to have relatively typical civic lives, except for unusually high rates of peaceful protest. Which gamers protest? As predicted, models for protest improved when considering how players approach their gaming (including recruiting and collaboration preferences). Dispelling some civic fears, there was no evidence that video games distracted from civic life when played in moderation. The findings support an emerging notion of protest as a playful and “expressive” civic mode.


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.


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