This paper explores the lives and careers of video game live broadcasters, especially those who gain their primary real-world income through this practice. We introduce the dominant market leader -the platform Twitch.tv -and outline its immensely rapid growth and the communities of millions of broadcasters, and tens of millions of viewers, it now boasts. Drawing on original interview data with professional and aspiring-professional game broadcasters ('streamers'), we examine the pasts, presents, and anticipated futures of streamers: how professional streamers began streaming, the everyday labour practices of streaming, and their concerns and hopes about the future of their chosen career. Through these examinations we explore the sociotechnical entanglements -digital intimacy, celebrity, content creation, and video gamesthat exemplify this new media form. Live-streaming is an online practice expanding in both production and consumption at immense speed, and Twitch and its streamers appear to be at the forefront of that revolution.
Platforms are a novel organisational form in the modern global economy. This introduction highlights the book’s focus on one actor in particular: the platform worker, whether Deliveroo riders or online workers, whether on the streets of London or across the world. It starts with a critical analysis of the organisation of platforms and platform work yet also draws attention to moments of solidarity in the struggle against platform capitalism and to the new ways that workers are finding to resist and organise. The aim is to try and better understand the struggles of workers against platforms. The introduction concludes with an outline of the book’s purpose and structure, chapter by chapter.
This article explores affective and immaterial labor on the leading live-streaming platform, Twitch.tv, which boasts over one hundred million regular viewers and two million regular broadcasters. This labor involves digitally mediated outward countenance, including being friendly to viewers, soliciting donations, building parasocial intimacy with spectators, and engaging audiences through humor. We offer an examination of streamers broadcasting as a “character,” which we situate within the context of play becoming work, the labor of performance and acting, and the economic compulsions that shape cultural labor on Twitch. We draw on hundred interviews with professional and aspiring-professional game broadcasters conducted in 2016 and 2017 at gaming events across the United Kingdom, the United States, Germany, and Poland, alongside ethnographic research. This inquiry into the dynamics of digital games and labor underscores the importance of studying live streaming as part of a wider critical investigation of contemporary digital work.
So far, platform work has been an important laboratory for capital. Management techniques, like the use of algorithms, are being tested with a view to exporting across the global economy and it is argued that automation is undermining workers’ agency. Although the contractual trick of self-employment has allowed platforms to grow quickly and keep their costs down, yet it has also been the case also that workers have also found they can strike without following the existing regulations. This book develops a critique of platforms and platform capitalism from the perspective of workers and contributes to the ongoing debates about the future of work and worker organising. It presents an alternative portrait returning to a focus on workers’ experience, focusing on solidarity, drawing out a global picture of new forms of agency. In particular, the book focuses on three dynamics that are driving struggles in the platform economy: the increasing connections between workers who are no longer isolated; the lack of communication and negotiation from platforms, leading to escalating worker action around shared issues; and the internationalisation of platforms, which has laid the basis for new transnational solidarity. Focusing on transport and courier workers, online workers and freelancers author Jamie Woodcock concludes by considering how workers build power in different situations. Rather than undermining worker agency, platforms have instead provided the technical basis for the emergence of new global struggles against capitalism.
Abstract'Gamification' is understood as the application of game systems -competition, rewards, quantifying player/user behaviour -into non-game domains, such as work, productivity and fitness. Such practices are deeply problematic as they represent the capture of 'play' in the pursuit of neoliberal rationalization and the managerial optimization of working life and labour. However, applying games and play to social life is also central to the Situationist International, as a form of resistance against the regularity and standardization of everyday behaviour. In this article, the authors distinguish between two types of gamification: first, 'gamification-fromabove', involving the optimization and rationalizing of work practices by management; and second, 'gamificationfrom-below', a form of active resistance against control at work. Drawing on Autonomism and Situationism, the authors argue that it is possible to transform non-games into games as resistance, rather than transferring game elements out of playful contexts and into managerial ones. Since the original 'gamification' term is now lost, the authors develop the alternative conception as a practice that supports workers, rather than one used to adapt behaviour to capital. The article concludes with a renewed call for this 'gamification-frombelow', which is an ideal form of resistance against gamification-from-above and its capture of play in pursuit of work.
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