Playing the (Streaming) Fame Game: (Re)presentations of success, challenges, and demand in streaming simulation games

dc.contributor.authorBoudreau, Kelly
dc.contributor.authorBowman, Nicholas
dc.contributor.authorConsalvo, Mia
dc.contributor.authorPhelps, Andrew
dc.date.accessioned2023-12-26T18:38:55Z
dc.date.available2023-12-26T18:38:55Z
dc.date.issued2024-01-03
dc.identifier.doi10.24251/HICSS.2023.319
dc.identifier.isbn978-0-9981331-7-1
dc.identifier.other6513c86c-f075-495b-94fd-21ca9c8aff77
dc.identifier.urihttps://hdl.handle.net/10125/106702
dc.language.isoeng
dc.relation.ispartofProceedings of the 57th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectGames and Gaming
dc.subjectdemand theory
dc.subjectgamer culture
dc.subjectsimulation games
dc.subjectstreaming
dc.subjecttoxicity
dc.titlePlaying the (Streaming) Fame Game: (Re)presentations of success, challenges, and demand in streaming simulation games
dc.typeConference Paper
dc.type.dcmiText
dcterms.abstractThis paper explores and analyzes content in streaming simulation games. In these games, players assume the role of a live streamer, largely motivated by a desire for economic success, and faced with situations drawn from the current practice of streaming on platforms such as Twitch and YouTube. How do these games differ (or adhere) relative to the actual experience of streaming with respect to labor and production? How is toxic and problematic streaming content addressed? Applying demand theory as an analytical lens, we explore how these games attempt to simulate the cognitive, physical, social, and emotional demands of successful streamers, or the attempt to become one. By examining in-game characters in various games as they relate to the experiences of actual streamers through mediated gameplay by the player, it is possible to consider how demand is performed, represented, and actualized in a larger context. Additionally, these games are further reflections of the dominant, and toxic, discourse of gamer culture.
dcterms.extent10 pages
prism.startingpage2634

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