2020
DOI: 10.1177/1461444820920759
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“Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming

Abstract: This article articulates and critiques the ways that Twitch, currently the most popular platform for video game live streaming, defines sexual content through its community guidelines, terms of service, and other policy documents. On Twitch, both streamers and viewers are prohibited from posting sexually explicit or suggestive content. This includes images that appear in games as well as on-camera performances. Twitch presents defining sexual content as a matter of common sense and community protection; howeve… Show more

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Cited by 50 publications
(48 citation statements)
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“…Participants in FG 1 emphasised the exploitation of esports players who transform from amateur to semi-professional or professional levels: For those who violate the code of conduct set by the tournament or league organisers such as the ESL, punishments (e.g., penalty points, barrages or immediate and permanent disqualifications) are applied to discourage undesired behaviours. Media like Twitch also have rules in place such as prohibiting both streamers and viewers from posting sexually explicit or suggestive content, although Twitch's definition of sexual content has been identified as vague, subjective and contradictory and enabling discrimination [38].…”
Section: Resultsmentioning
confidence: 99%
“…Participants in FG 1 emphasised the exploitation of esports players who transform from amateur to semi-professional or professional levels: For those who violate the code of conduct set by the tournament or league organisers such as the ESL, punishments (e.g., penalty points, barrages or immediate and permanent disqualifications) are applied to discourage undesired behaviours. Media like Twitch also have rules in place such as prohibiting both streamers and viewers from posting sexually explicit or suggestive content, although Twitch's definition of sexual content has been identified as vague, subjective and contradictory and enabling discrimination [38].…”
Section: Resultsmentioning
confidence: 99%
“…Some adverse effects are related to antinormative behaviour, harassment, or dissemination of offensive or inappropriate content [ 53 , 54 , 55 ].…”
Section: Introduction and State Of The Researchmentioning
confidence: 99%
“…In relation to this node, comparisons with other streaming platforms [ 88 ] have been carried out, subcultures of players and viewers have been identified [ 89 ], and shared patterns of media consumption and production have been analyzed, [ 52 ] as well as the similarities and differences with fast-consumed repositories [ 90 ] or with other types of “static” content distribution platforms such as YouTube and Netflix [ 91 ]. In addition, Twitch has served as a reference to analyze traffic patterns [ 92 ], examine its business model and impact on the video game industry [ 8 ], explore its potential in terms of marketing [ 109 ] and education [ 71 ], and study its content policies [ 119 ].…”
Section: Resultsmentioning
confidence: 99%
“…The opening up of content, and the professionalization of activities with the arrival of influencers from other fields represents a challenge for the platforms’ strategic communication [ 154 ]. We have yet to see how potential cross-platform “brain drain” will be managed in the future, or how content policies will be adapted [ 119 ]. Another aspect of particular interest that has not been widely analyzed thus far is the evolution of the relationship between the video game industry and the live streaming industry [ 155 ].…”
Section: Future Research Agendamentioning
confidence: 99%