2019
DOI: 10.5210/fm.v24i8.8279
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The imperative to be seen: The moral economy of celebrity video game streaming on Twitch.tv

Abstract: In this paper we examine the pursuit of celebrity through the live broadcast (‘streaming’) of video games as an expression of an emerging moral economy of contemporary digital capitalism. Live streaming is a novel form overwhelmingly found amongst young people disproportionately harmed by the economic crisis, and we propose that the contraction of employment opportunities is giving rise to a strong imperative to be seen, which finds an outlet in the practices of self-presentation, self-promotion and entreprene… Show more

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Cited by 19 publications
(21 citation statements)
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“…From a video game and a viewer/audience perspective, studies have examined why people watch live streams of game plays (Sjöblom & Hamari, 2017), and how live streaming represents a more active and selective form of liveness (Spilker, Ask, & Hansen, 2020). Although most streamers are amateurs, academic work addressing streamers seems to focus on professional or aspiring-professional streamers and to critically investigate live streaming as a form of contemporary digital work (Guarriello, 2019;Johnson, Carrigan, & Brock, 2019;Woodcock & Johnson, 2019). T.L.…”
Section: Streaming Livementioning
confidence: 99%
“…From a video game and a viewer/audience perspective, studies have examined why people watch live streams of game plays (Sjöblom & Hamari, 2017), and how live streaming represents a more active and selective form of liveness (Spilker, Ask, & Hansen, 2020). Although most streamers are amateurs, academic work addressing streamers seems to focus on professional or aspiring-professional streamers and to critically investigate live streaming as a form of contemporary digital work (Guarriello, 2019;Johnson, Carrigan, & Brock, 2019;Woodcock & Johnson, 2019). T.L.…”
Section: Streaming Livementioning
confidence: 99%
“…Some in the streaming community believe one should "Always Be Casting" to grow streams and maximize income. The norm to broadcast daily for long durations (over eight hours) has raised concerns about how sleep deprivation and exhaustion might affect streamers (Bonnar, Lee, Gradisar & Suh, 2019;Johnson et al, 2019;. Being online and in character for long periods of time can also take an emotional toll .…”
Section: Streamers' Well-being Concernsmentioning
confidence: 99%
“…Streaming can thus be considered a form of aspirational labor, the creative cultural production of social media influencers that might promise social and economic capital, but whose actual reward systems are uneven (Duffy, 2016). Twitch is competitive, making it challenging to succeed as a streamer (Johnson, Carrigan, & Brock, 2019). Viewers tend to channel-surf until they find a stream they like, developing loyalties to very few channels (Nascimento et al, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…This gamification and gamblification "motivate[s] the player to play" (Philippette, 2014, p. 188) the game of giving money to the broadcaster. In this way, we see part of a wider ongoing transformation of digital games through gambling mechanics and psychological tricks-although a much wider area for future research, it is readily apparent how effective these techniques can be on a platform like Twitch with online celebrities (Johnson, Carrigan, & Brock, 2019), viewers are already deeply engaged with.…”
Section: Monetization Strategy 6: Unpredictable Rewardsmentioning
confidence: 99%