{"title":"“永远不要独自战斗”:女孩和性别(ed)对视频游戏直播的战争是“真正的”工作","authors":"Christine H. Tran","doi":"10.1177/15274764221080930","DOIUrl":null,"url":null,"abstract":"From 2018 to 2021, the “egirl” witnessed a radical shift from her origins as a sexualized slur in online gaming. Through critical discourse analysis of news media of this period, this paper interprets this transformation within two primary phenomena: (1) the growth of women game influencers who reclaimed “egirl” slurs in their self-branding and (2) the launch of “Egirl.gg,” a platform for paid gaming companions. I argue that live streaming platform Twitch.tv, and the expansive ecosystems of labor its demand from streamers, were integral to this re-authorization of who can play as themselves in a patriarchal gaming culture. Here, I extend Ergin Bulut’s framework of “ludic authorship” to delineate how stakeholders in game streaming industries masculinize the cultural labor of “authenticity.” The ambivalent embrace of “egirling” via streaming cultural logics further complicates the work of women gamers who must work harder to realize careers in platformed entertainment.","PeriodicalId":51551,"journal":{"name":"Television & New Media","volume":"23 1","pages":"509 - 520"},"PeriodicalIF":2.4000,"publicationDate":"2022-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"“Never Battle Alone”: Egirls and the Gender(ed) War on Video Game Live Streaming as “Real” Work\",\"authors\":\"Christine H. Tran\",\"doi\":\"10.1177/15274764221080930\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"From 2018 to 2021, the “egirl” witnessed a radical shift from her origins as a sexualized slur in online gaming. Through critical discourse analysis of news media of this period, this paper interprets this transformation within two primary phenomena: (1) the growth of women game influencers who reclaimed “egirl” slurs in their self-branding and (2) the launch of “Egirl.gg,” a platform for paid gaming companions. I argue that live streaming platform Twitch.tv, and the expansive ecosystems of labor its demand from streamers, were integral to this re-authorization of who can play as themselves in a patriarchal gaming culture. Here, I extend Ergin Bulut’s framework of “ludic authorship” to delineate how stakeholders in game streaming industries masculinize the cultural labor of “authenticity.” The ambivalent embrace of “egirling” via streaming cultural logics further complicates the work of women gamers who must work harder to realize careers in platformed entertainment.\",\"PeriodicalId\":51551,\"journal\":{\"name\":\"Television & New Media\",\"volume\":\"23 1\",\"pages\":\"509 - 520\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2022-03-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Television & New Media\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1177/15274764221080930\",\"RegionNum\":2,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Television & New Media","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15274764221080930","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
“Never Battle Alone”: Egirls and the Gender(ed) War on Video Game Live Streaming as “Real” Work
From 2018 to 2021, the “egirl” witnessed a radical shift from her origins as a sexualized slur in online gaming. Through critical discourse analysis of news media of this period, this paper interprets this transformation within two primary phenomena: (1) the growth of women game influencers who reclaimed “egirl” slurs in their self-branding and (2) the launch of “Egirl.gg,” a platform for paid gaming companions. I argue that live streaming platform Twitch.tv, and the expansive ecosystems of labor its demand from streamers, were integral to this re-authorization of who can play as themselves in a patriarchal gaming culture. Here, I extend Ergin Bulut’s framework of “ludic authorship” to delineate how stakeholders in game streaming industries masculinize the cultural labor of “authenticity.” The ambivalent embrace of “egirling” via streaming cultural logics further complicates the work of women gamers who must work harder to realize careers in platformed entertainment.
期刊介绍:
Television & New Media explores the field of television studies, focusing on audience ethnography, public policy, political economy, cultural history, and textual analysis. Special topics covered include digitalization, active audiences, cable and satellite issues, pedagogy, interdisciplinary matters, and globalization, as well as race, gender, and class issues.