Humour and Comedy in Digital Game Live Streaming
Dados Bibliográficos
| ID | 12656845 |
|---|---|
| Autores | M R Johnson (0000-0003-4622-650X, The University of Sydney, autor correspondente) |
| Ano | 2022 |
| Volume | 26 |
| Fascículo | 6 |
| Páginas | 3045-3067 |
| Data de publicação | 2022-06-07 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | New Media & Society (JOURNAL) |
| Identificadores do periódico | ISSN: 1461-4448 • E-ISSN: 1461-7315 |
| Editora | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/14614448221095160 |
| OpenAlex | W4281762240 |
| Idioma | EN |
| Citações recebidas | 17 |
| Referências citadas | 55 |
This article considers the nature and functions of humour in digital game live streaming on Twitch. Most streamers and viewers seem uncomfortable with ‘serious’ in-game narrative content, resulting in weighty or emotional moments in games becoming sources of comedy and humour. Many also subvert the platform’s power dynamics by mocking community standards or the possibility of being banned, while some go even further and treat streamers themselves as fair game for mockery. This article thus examines how the humour of play, games and the Internet combine and evolve in an emerging and distinctive ‘stream-humour’, which can be sometimes playful and supportive yet sometimes shade into antagonism, rule-bending and hostility. Examining these dynamics on Twitch, in turn, provides a valuable window into how platform infrastructures and cultures generate norms and cultures of humour and amusement, and strengthens our understanding of online communities and platform power in this and similar contexts
Aesthetics · Amusement · Art · Comedy · Literature · Live Streaming · Media studies · Multimedia · Narrative · Power (physics · Sociology · Video game · Visual arts · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Sexuality, Behavior, and Technology · Social Psychology
Frictions and flows in Twitch’s platform economy
Designing Postdigital Futures—The Case of Hackathons
Effects of parasocial affinity and gender on live streaming fans’ motivations
“I will design emojis in 24 hours”
“The lure of food”, exploring the role of “mukbang” on visit intention
Motivations for game stream spectatorship
He’s a literal God at this game, she should sell thongs
Does aggressive commentary by streamers during violent video game affect state aggression in adolescents
Contextual governance & androcentric hegemony on Twitch.tv
Do you have a conscience?”
Closing live video streams
Performing Couplings
Horror to humour
Looking for gamers where they are
Game live streaming in the Japanese context
Bodies, Brands, and Bullies
Less toxic and more empathetic
Transgression in Games and Play
Play Matters
Comic Relief
Virtual Ethnography
Nothing but a “titty streamer”
Live-streaming, games and politics of gender performance
Ethnography unbound
Tales of the Field
Understanding Memetic Media and Collective Identity Through Streamer Persona on Twitch.tv
Exploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch
Livestreaming from the bedroom
The ambivalent Internet
‘It’s like the gold rush’
Inclusion and exclusion in the digital economy
Ethnography and Participant Observation
Why do people watch others play video games? An empirical study on the motivations of Twitch users
This Is Why We Can't Have Nice Things
Behind the Streams
Material Practices of Ethnographic Presence
“Pocketing” Research Data? Ethnographic Data Production as Material Theorizing
Pol/Emics
The Affective Labor and Performance of Live Streaming on Twitch.tv
Obscene, pornographic, or otherwise objectionable”
Navigating ambiguous negativity
Some notes toward ethnographic responsibility and critique of contemporary communication theory 1
Microstreaming, Microcelebrity, and Marginalized Masculinity
Funny or Aggressive? Failed Humour in Internet Comments
Toward a transcription and analysis of live streaming on Twitch
From Participant Observation to the Observation of Participation
Playing out loud
Old methods and new technologies
Field Labor and Ethnographic Reality
New Avenues for Sociological Inquiry
Digital Ethnography
| Obras citantes distintas | 17 |
|---|---|
| Citações por ano | 5,67 |
| Intervalo de citações | 2023 - 2026 (4) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 16 |