Live Streams and Revenue Streams: Twitch as a Hybrid Gaming Culture

Video Games ◽  
2018 ◽  
pp. 193-207 ◽  
Author(s):  
John A. Velez ◽  
Melissa R. Gotlieb ◽  
Geoffrey Graybeal ◽  
Alan Abitbol ◽  
Jonathan A. Villarreal
Author(s):  
Samuel Andrew Hardy

Abstract Rescue has long been a defense for the removal of cultural property. Since the explosion of iconoclasm in West Asia, North Africa, and West Africa, there has been a growing demand for cultural property in danger zones to be “rescued” by being purchased and given “asylum” in “safe zones” (typically, in the market countries of Western Europe and North America). This article reviews evidence from natural experiments with the “rescue” of looted antiquities and stolen artifacts from across Asia and Europe. Unsurprisingly, the evidence reaffirms that “rescue” incentivizes looting, smuggling, and corruption, as well as forgery, and the accompanying destruction of knowledge. More significantly, “rescue” facilitates the laundering of “ordinary” illicit assets and may contribute to revenue streams of criminal organizations and violent political organizations; it may even weaken international support for insecure democracies. Ultimately, “rescue” by purchase appears incoherent, counter-productive, and dangerous for the victimized communities that it purports to support.


1989 ◽  
Vol 43 (1) ◽  
pp. 78-87 ◽  
Author(s):  
Itzhak Krinsky ◽  
Mahmut Parlar

2020 ◽  
Vol 65 (2) ◽  
pp. 284-299
Author(s):  
Bob Carbaugh

America’s college textbook publishers historically had a business model based on continuing profits and growth led by high prices. However, that model eroded as competition from the used-book market and rental textbooks resulted in falling textbook sales and losses for publishers. Textbook publishers are currently revising their business model so as to move away from printed textbooks to digital (online) educational materials. Also, publishers are downsizing their operations and undergoing mergers with each other to survive in the marketplace. The 2019 merger proposal of McGraw-Hill and Cengage Learning reflects the current problems of college textbook publishing: The merger would be between two financially weak companies that are attempting to reduce overhead and production costs and create additional revenue streams. However, the U.S. Department of Justice’s concerns about the harmful effects on competition led to the companies’ agreement to abandon their plans to merge in May 2020. JEL Classification: A00, K21, L22, L41


Loading ◽  
2022 ◽  
Vol 14 (24) ◽  
pp. 70-89
Author(s):  
Cody Mejeur ◽  
Amanda Cote

While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more. This paper thus responds to recent calls for more intersectional work by simultaneously addressing the overlapping representations of race, gender, and gamer identity, and their relation to Lorde’s concept of the mythical norm, in the popular webseries, The Guild (YouTube, 2007-2013). Via a detailed, inductive thematic analysis of the show’s two characters of color, Zaboo and Tinkerballa, we find a doubly problematic intersection between standard “gamer identity” tropes and gendered Asian/American stereotypes. The show forecloses on its potential to be truly diverse and reinforces the oppressive, marginalizing practices it tries to mock, suggesting that gaming culture will not change until we address its intersecting axes of power and exclusion. This research also demonstrates how the constructed identity of media audiences-- in this case, stereotypical “gamer” identity-- can exacerbate and reaffirm existing power disparities in representation. We suggest that media scholars remain attentive to the intersecting articulations of media consumer and individual identities in considering how representation can influence systems of inclusion and exclusion, as well as viewers’ lived outcomes.


2019 ◽  
Vol 10 (1) ◽  
pp. 93-100
Author(s):  
Wanda Fatricia ◽  
Mokh Adib Sultan Sultan

Abstract. Bussniess model concept at this moment considered as the alternative choice for entrepreneurs to design and develop a business. One of which frequently applied is Business Model Canvas. The purpose of this study is to implement the Bussniess model canvas in designing the management of Jaskost-mobile based application. Jaskost is an application designed to meet the tenants' needs (anak kos). The method used is qualitative one with descriptive approach. The  result shows that 9 elements of Bussniess model canvas relate each other. Revenue streams is believed as the point of the Bussniess model canvas elements which illustrates the income would be penetrated through the jaskost application. The implementation of business model canvas in designing the management of Jaskost-application in this study is as a representation of what must be done.Keywords: Bussniess Model Canvas; Entrepreneur; JaskostAbstrak. Konsep model bisnis hingga saat ini terus menjadi alternatif wirausaha dalam merancang dan mengenbangkan bisnisnya. Salah satu model bisnis yang sering digunakan adalah Bisnis Model Kanvas. Tujuan penelitian ini adalah menerapkan model bisnis kanvas dalam perancangan manajemen aplikasi JASKOST berbasis Mobile Application. Jaskost adalah sebuah aplikasi yang dirancang untuk memenuhi kebutuhan anak kost. Metode penelitian yang digunakan adalah metode kualitatif dengan pendekatan deskriptif. Hasil penelitian menunjukkan bahwa sembilan elemen model bisnis canvas memiliki hubungan satu sama lain. Revenue streams merupakan inti dari elemen model bisnis kanvas dimana elemen ini menggambarkan aliran pendapatan yang masuk keperusahaan melalui aplikasi Jaskost. Penerapan model bisnis kanvas dalam perancangan manajemen aplikasi Jaskost menjadi sebuah gambaran usaha yang akan dilakukan.Kata kunci :  Bisnis Model Kanvas, Jaskost, Kewirausahaan


Author(s):  
Oscar Coromina ◽  
Ariadna Matamoros-Fernández ◽  
Bernhard Rieder

While YouTube has become a dominant actor in the global media system, the relationship between platform, advertisers, and content creators has seen a series of conflicts around the question of monetization. Our paper draws on a critical media industries perspective to investigate the relationship between YouTube’s evolving platform strategies on the one side and content creators’ tactical adaptations on the other. This concerns the search for alternative revenue streams as well as content and referencing optimization seeking to grow audiences and algorithmic visibility. Drawing on an exhaustive sample (n=153.770) of “elite” channels (more than 100.000 subscribers) and their full video history (n=138.340.337), we parse links in video descriptions to investigate the appearance and spread of crowdfunding platforms like Patreon, but also of affiliate links, merchandise stores, or e-commerce websites like Etsy. We analyze the evolution of video length and posting frequency in response to platform policy as well as visibility tactics such as metadata and category optimization, keyword stuffing, or title phrasing. Taken together, these elements provide a broad picture of “industrialization” on YouTube, that is, of the ways creators seek to develop their channels into media businesses. While this contribution cannot replace more qualitative, in-depth research into particular channels or channel groups, we hope to provide a representative picture of YouTube’s elite channels and their quest for visibility and success from their beginnings up to early 2020.


2017 ◽  
Author(s):  
◽  
Kamila Jambulatova

This qualitative study examined how feminist online publications can adopt social enterprise business models. The focus group analysis of the audiences of Refinery29, Bustle, HelloGiggles, and Jezebel first explored the audience's outlook on the commodification of feminism. The focus group also considered plausible ways of adopting social enterprise initiatives to diversify revenue streams of these publications, continue promoting gender equality, and to better establish the images of the publications. During four focus groups, twenty total participants shared a variety of feedback, including their opinions on the commodification of the feminist movement and the commodification of editorial content. They talked about how their purchasing decisions are affected by their desire to contribute to the social good. Other themes identified during the study were white feminism, the trivialization of feminist content, and the importance of companies' policies.


2020 ◽  
Vol 30 (1) ◽  
pp. 63-81
Author(s):  
Sarah M. Brown ◽  
Natasha T. Brison

The use and integration of wearable technology (wearables) into professional sports is increasing rapidly. At a minimum, the NFL, NBA, MLB, NHL, and MLS have all integrated wearables into their training. Teams’ hope the biometric data obtained from the wearables will sharpen athletic performance, create competitive advantages, enhance fan experience, and generate new revenue streams. However, to obtain these desired outcomes leagues must adequately protect their athlete’s biometric data (ABD).  The purpose of this paper is to examine and compare the CBAs of the NFL, NBA, MLB, NHL, and MLS management of wearables and ABD. Specifically, this paper will discuss the potential gaps in protection of ABD within the CBA and explore whether federal and state laws are applicable to protect the data. Findings from this analysis improve our understanding of professional sport leagues management of ABD and expose the limitations of protection at the league, state, and federal level.


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