2019
DOI: 10.24251/hicss.2019.308
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Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers

Abstract: The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The resul… Show more

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Cited by 23 publications
(13 citation statements)
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“…An interesting topic of unpaid work (value) delivered by game modders in favour of game developers (but also intermediaries) arose while discussing with research participants. This type of work, mainly associated with gaming culture, is often referred to as "playbour" (Törhönen et al, 2019(Törhönen et al, , p. 2559Kücklich, 2005, p. 1-3). The term means a type of free labour that fits neither traditional definitions of work nor the categories of play or leisure; it is rather a combination of both.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…An interesting topic of unpaid work (value) delivered by game modders in favour of game developers (but also intermediaries) arose while discussing with research participants. This type of work, mainly associated with gaming culture, is often referred to as "playbour" (Törhönen et al, 2019(Törhönen et al, , p. 2559Kücklich, 2005, p. 1-3). The term means a type of free labour that fits neither traditional definitions of work nor the categories of play or leisure; it is rather a combination of both.…”
Section: Discussionmentioning
confidence: 99%
“…Although the commodifying or exploitative nature of this labour is a constant discussion among scholars (Terranova, 2013, p. 35-37;Fuchs, 2013, p. 101-105), some have argued that the prosumption culture as well as the development of the digital economy has given the free labour a market value (Törhönen et al, 2019(Törhönen et al, , p. 2559Hong & Chen, 2014). It may be observed that the distinction between play and work is so evident in the gaming industry.…”
Section: Discussionmentioning
confidence: 99%
“…This situation is particularly meaningful in the context of esports, both in regard to the way in which online video content is consumed, and the games which constitute the most popular esports titles. Esports broadcasts are primarily consumed via online video streaming platforms, such as Twitch.tv, where access to content is free and individual streamers derive revenue from their community, for example via subscriptions and donations, from advertising and sponsorship, or other commercial activities (Törhönen et al 2019). Of the top ten most popular esports titles, by hours viewed, on Twitch (Ipso.com 2019) seven employ the F2P model, and a further two games offer limited access via F2P.…”
Section: Game Consumptionmentioning
confidence: 99%
“…Many full-time Twitch streamers are self-employed, and poor regulation of their online-offline work cycle can lead to burnout. Individuals who view streaming as a job and source of income also tend to dedicate additional time beyond streaming to promote their channels on social media, adding to their workload (Törhönen et al, 2019). Relying on an audience that directly influences their income creates a form of external pressure, an obligation to stream regularly (Taylor, 2018).…”
Section: Streamers' Well-being Concernsmentioning
confidence: 99%
“…While some well-being-related concerns like exhaustion and harassment have been briefly mentioned in Twitch-related studies (Törhönen, Hassan, Sjöblom & Hamari, 2019;Wohn & Freeman, 2020), existing studies have not directly explored how well-being issues are encountered, interpreted, and managed by Twitch streamers. Additionally, while some researchers (e.g., Sjöblom, Törhönen, Hamari & Macey, 2019) have explored the affordances of Twitch features and how they enhance the streaming experience, they have not explored whether using such features influences streamers' well-being.…”
Section: Introductionmentioning
confidence: 99%