The Korean Society for Journalism & Communication Studies (KSJCS)
[ Article ]
Korean Journal of Journalism & Communication Studies - Vol. 65, No. 5, pp.46-88
ISSN: 2586-7369 (Online)
Print publication date 31 Oct 2021
Received 10 Aug 2021 Accepted 28 Sep 2021 Revised 07 Oct 2021
DOI: https://doi.org/10.20879/kjjcs.2021.65.5.002

게임 스트리밍 공간의 여성 스트리머 경험 연구 : 심층인터뷰를 중심으로

이동후** ; 홍남희*** ; 이설희****
**인천대학교 신문방송학과 교수, 제1저자 donghoo2@gmail.com
***서울시립대학교 도시인문학연구소 연구교수 namheehong777@gmail.com
****용인대학교 문화콘텐츠학과 조교수, 교신저자 seulhi@gmail.com
Women’s experiences in game streaming space : An in-depth interview
Dong-Hoo Lee** ; Namhee Hong*** ; Seul-hi Lee****
**Incheon National University, Professor donghoo2@gmail.com
***University of Seoul, Research Professor namheehong777@gmail.com
****Yongin University, Assistant Professor seulhi@gmail.com

초록

이 연구는 게임 스트리밍 플랫폼을 중심으로 활동하는 여성 게임 스트리머들에 주목하여, 이들이 게임 스트리밍을 수행하며 겪는 다양한 경험과 정체성의 구성 과정을 살펴보았다. 이를 위해 여성 게임 스트리머와의 심층 인터뷰를 실시했다. 그 결과, 여성 게임 스트리머가 플랫폼의 사회기술적 어포던스에 자신의 수행성을 최적화시켜 가는 과정에 기존 젠더 문화의 관습이 영향을 미치고 있다는 점을 발견할 수 있었다. 웹캠의 시각중심성과 외모 중심의 여성성이 만나면서 젠더 정체성에 기반한 친밀성 수행이 나타나고, 이 과정은 ‘여성’을 향한 독성문화(toxic culture)와의 관계 속에서 여성 게임 스트리머를 취약하게 만들고 있었다. 또한 여성 게임 스트리머는 플랫폼의 수익 구조와 끊임없이 협상하며 자본으로 치환될 수 있는 정동 노동을 수행하였고, 이러한 과정에서 여성 게임 스트리머의 자율성과 이들의 기업가적 실천은 주어진 사회기술적 어포던스에 의해 제한된 선택지를 갖게 된다는 것을 발견할 수 있었다.

Abstract

This study attempts to look at how women become game streamers, how they build their identity as streamers, and how those practices are shaped by the social-technical affordances of streaming platforms and gendered culture. For this investigation, in-depth interviews were conducted with women game streamers. The findings show that platforms’ affordances, in conjunction with existing gendered conventions, affect the ways in which women game streamers present themselves and have relationships with their viewers. Webcam’s visualism induces women to be concerned about their looks and femininity, and platforms’ social affordances facilitate their performativity to vie for viewers’ attention, which tends to make them vulnerable to gender discriminatory and toxic culture. In addition, women game streamers constantly negotiate with the revenue affordances of platforms that allow their affective labor to be monetized, and try to pave their way for self-employed entrepreneurism, but only with short-term visions. Based on their experiences, the study shows that women game streamers have limited autonomy and that their entrepreneurial practices are constrained by the given social-technological affordances.

Keywords:

game streaming platforms, women game streamers, social-technical affordances, in-depth

키워드:

게임 스트리밍 플랫폼, 여성 게임 스트리머, 사회기술적 어포던스, 심층 인터뷰, 능력주의

Acknowledgments

This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea(NRF-2019S1A5C2A02082683)(이 논문은 2019년 대한민국 교육부와 한국연구재단의 지원을 받아 수행된 연구임(NRF-2019S1A5C2A02082683))

References

  • Abidin, C. (2016). Please subscribe!: Influencers, social media, and the commodification of everyday life. Doctoral dissertation, University of Western Australia.
  • Alexander, J. (2018, June 27). Streamer Amouranth is latest example of ‘Twitch thot’ harassment problem. Polygon. Retrieved from https://www.polygon.com/2018/6/27/17506414/amouranthtwitch-thot-streamer-cosplayer-alinity-backlash
  • Ask, K., Spilker, H. S., & Hansen, M. (2019). The politics of user-platform relationships: Co-scripting live-streaming on Twitch.tv. First Monday, 24(7). [https://doi.org/10.5210/fm.v24i7.9648]
  • Beom, Y. K., Lee, B. H., & Lee, Y. S. (2017). <Overwatch>, in Different Voices.-An Analysis of Violent Speeches toward Female Game Players in <Overwatch>. Public Interest & Human Rights, 17, 283-337.
  • Cote, A. C. (2020). Gaming Sexism : Gender and Identity in the era of Casual Video Games. NYU. [https://doi.org/10.18574/nyu/9781479838523.001.0001]
  • Drucker, S. J. & Gumpert, G. “Introduction: Thoughts on Social Media, Law and Ethics”, Drucker, S. J. & Gumpert, G. ed., Regulating Social Media: Legal and Ethical Considerations. pp.1~20. NY: Peter Lang Publishing, 2013. [https://doi.org/10.3726/978-1-4539-0972-0]
  • Duffy, B. E. (2016). The romance of work: Gender and aspirational labour in the digital culture industries. International journal of cultural studies, 19(4), 441-457. [https://doi.org/10.1177/1367877915572186]
  • Gandolfi, E. (2016). To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays, and audiences. Journal of Gaming and Virtual Worlds, 8(1), 63–82. [https://doi.org/10.1386/jgvw.8.1.63_1]
  • Gray, K. L., Buyukozturk, B. & Hill, Z.G. (2017). Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture. Sociology Compass, 11(3), 1-8. [https://doi.org/10.1111/soc4.12458]
  • Green, E. & Adam, A. (1998). On line leisure: gender and ICTs in the home. Information Communication & Society, 1(3), 291-312. [https://doi.org/10.1080/13691189809358971]
  • Hamilton, W. A., Garreston, O. & Kerne, A., Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. In Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems (CHI), pp. 1315~1324, ACM, Toronto, 2014. [https://doi.org/10.1145/2556288.2557048]
  • Hatchet, S. (2017, 09, 22) Do women have it easier on Twitch?. Toward Data Science. https://towardsdatascience.com/do-girls-have-it-easier-on-twitch-209f77e0808f
  • Hernandez, P. (2013, February 6). They’re attractive, they’re women, and they play games live on the Internet. But they’re not ‘camwhores’. Kotaku. Retrieved from https://kotaku.com/theyreattractive-theyre-women-and-they-play-games-li-5982137
  • Im, M. B. & Kim, S. J. (2018). The Self-Branding Practices of the Internet BJ and the Construction of Intimacy between. Journal of Social Science, 29(3), 105-130. [https://doi.org/10.16881/jss.2018.07.29.3.105]
  • Jeon, K. R. (2007). A study of Women in Digital Games and Their Gaming. Journal of Cybercommunication Academic Society, 22, 83-117
  • Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch. tv. Information, Communication & Society. [https://doi.org/10.1080/1369118X.2021.1913211]
  • Johnson, M. R., & Woodcock, J. (2019a). ‘It’s like the gold rush’: the lives and careers of professional video game streamers on Twitch. tv. Information, Communication & Society, 22(3), 336-351. [https://doi.org/10.1080/1369118X.2017.1386229]
  • Johnson, M. R., & Woodcock, J. (2019b). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 1-11. [https://doi.org/10.1177/2056305119881694]
  • Johnson, M. R., Carrigan, M., & Brock, T. (2019). The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv. First Monday, 24(8). [https://doi.org/10.5210/fm.v24i8.8279]
  • Jung, S. H., & Park, J. Y. (2019). A Study on the motivation and characteristics of watching internet game broadcasting: Based on in-depth interviews with users of Internet game broadcasting. Information Society & Media, 20(3), 1-29. [https://doi.org/10.52558/ISM.2019.12.20.3.1]
  • Kang, S. K., Won Y. J., & Chae D. H. (2019). Game Viewing as a Meta/Game: From Viewing Arcade Game To Viewing Internet Game Broadcasting. Korean Journal of Broadcasting and Telecommunication Studies, 33(1), 5-43.
  • Kim, S. J. (2017). The Monsters Born in AfreecaTV’: The Research of Concurrent Dualities in Internet Livestreaming. Cross-Cultural Studies, 23(1), 79-124. [https://doi.org/10.17249/CCS.2017.01.23.1.79]
  • Kim, A. R. (2016). A Critical Review of Gendered Digital Labor: Facebook Star Womens Precarious Digital Labor. Media & Society, 24(4), 98-145.
  • Kim, J. S., & Yoon, S. M. (2019). How does Hate Speech become a Business in Internet Personal Broadcasting?: Focusing on a Talk/CamcorderGenre Broadcast on YouTube and Afreeca TV. Korean Journal of Broadcasting and Telecommunication Studies, 33(3), 45-79.
  • Kim, J. Y. (2019). Qualitative Study on Sexual Harassment in Digital Games : Applying the Grounded Theory. Journal of Korea Game Society, 19(6), 133-150.
  • Kim, J. Y. (2020). Can the Female Gamer Shoot? : A Phenomenological study of FPS Games and Female Body. Korean Journal of Communication & Information, 103 48-82. [https://doi.org/10.46407/kjci.2020.10.103.48]
  • Kocurek, C. A. (2015). Coin-operated Americans: Rebooting boyhood at the video game arcade. Minneapolis: University of Minnesota Press. [https://doi.org/10.5749/minnesota/9780816691821.001.0001]
  • KOREA CREATIVE CONTENT AGENCY (2020). WHITE PAPER ON KOREAN GAMES.
  • Lee, D. H. & Lee, S. H. (2017). Exploring the BJs Labor Process : The Case of AfreecaTV. Korean Journal of Journalism & Communication Studies, 61(2), 127-156. [https://doi.org/10.20879/kjjcs.2017.61.2.005]
  • Lee, S. Y., Chae, D. H., & Park, K. S. (2016). Changes of a Game Space and Playing Games : Focused on Amusement Arcade, Internet Cafe, and Spaces of Mobile Phone Game. Journal of Cybercommunication Academic Society, 33(1), 89-137. [https://doi.org/10.36494/JCAS.2019.03.36.1.89]
  • Lee, J. H., Kim, J. H., & Lee, E. J. (2020). The effects of BJ attributes of e-Sports contents on viewers’ satisfaction, immersion and re-viewing intention. Korean Journal of Sports Science, 29(3), 461-473. [https://doi.org/10.35159/kjss.2020.06.29.3.461]
  • Lee, H. J. & Park, J. H. (2021). “Hyeji” as a discourse of preferential treatment of women and reverse discrimination against men : How does young male online gamers’ emphasis on fairness lead to Misogyny?. Broadcasting & Communacation, 22(1), 5-40.
  • Lin, J. H. T., Bowman, N., Lin, S. F., & Chen, Y. S. (2019). Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing, 31, 100309. [https://doi.org/10.1016/j.entcom.2019.100309]
  • Maeng, W. J., Kim, H, Woo, J. H., Huh, Y. J., Lee, S. Y., Choi, J. W., Lee, S. W., Eun J. S., Lee, K. J. & Lee, J. H. (2018). Implications for the Design of Sexual Harassment Prevention System for Online Games, The HCI Society of Korea, 470-475.
  • Meyrowitz, J. (1986). No sense of place: The impact of electronic media on social behavior. Oxford University Press.
  • Mitchell, F. (2014). Twitch wants to be your moral police, and that’s a problem. Daily Dot, October, 30. http://www.dailydot.com/esports/dota-2-prize-distribution-players, /.
  • Nagy, P., & Neff, G. (2015). Imagined affordance: Reconstructing a keyword for communication theory. Social Media+Society, 1(2), 1–9. [https://doi.org/10.1177/2056305115603385]
  • Paul, Cristopher A. (2018). The Toxic Meritocracy of Video Games. London: University of Minnesota Press. [https://doi.org/10.5749/j.ctt2204rbz]
  • Postigo, H. (2016). The socio-technical architecture of digital labor: Converting play into YouTube money. New media & society, 18(2), 332-349. [https://doi.org/10.1177/1461444814541527]
  • Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481. [https://doi.org/10.1080/15295036.2019.1658886]
  • Senft, T. M. (2008). Camgirls: Celebrity and community in the age of social networks. New York, NY: Pater Lang Publishing.
  • Seok, S. H. & Lee, J. Y. (2007). The Analysis of Woman User Behavior Pattern in Online Games. The HCI Society of Korea, 1773-1784.
  • Shaw, A. (2014). Gaming at the edge: Sexuality and gender at the margins of gamer culture. Minneapolis: University of Minnesota Press. [https://doi.org/10.5749/minnesota/9780816693153.001.0001]
  • Shin, H. W. (2019). A Theoretical Study on ‘Playbour’ in Digital Games: Critique of Political Economy in Machinic Enslavement of Play. Korean Journal of Communication & Information, 97, 7-36. [https://doi.org/10.46407/kjci.2019.10.97.7]
  • Sim, S. W. (2004). Articles : Internet Game Webcasting and Copyright: Focusing on AfreecaTV. Yonsei Medica, Science Technology & Law, 5(2), 1-51.
  • Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20-28. [https://doi.org/10.1016/j.chb.2018.10.012]
  • Song, D. H., Park, S. J., Yang S. W., Yang Y. J., & Won K. H. (2017). Gender Differences and Gender Stereotype in Play Style among YoungKorean Gamers. Journal of the Korea Institute of Information and Communication Engineering, 21(1), 72-81. [https://doi.org/10.6109/jkiice.2017.21.1.72]
  • Spilker, H. S., Ask, K., & Hansen, M. (2020). The new practices and infrastructures of participation: How the popularity of Twitch. tv challenges old and new ideas about television viewing. Information, Communication & Society, 23(4), 605-620. [https://doi.org/10.1080/1369118X.2018.1529193]
  • Spilker, H. S., & Colbjørnsen, T. (2020). The dimensions of streaming: toward a typology of an evolving concept. Media, Culture & Society, 42(7-8), 1210-1225. [https://doi.org/10.1177/0163443720904587]
  • Srnicek, N. (2017). Platform capitalism. John Wiley & Sons.
  • Taylor, T.L. (2018). Watch Me Play : Twitch and the rise of game live streaming. Princeton and Oxford: Princeton University press. [https://doi.org/10.2307/j.ctvc77jqw]
  • Twitch Statistics & Charts: Twitch Tracker. (n.d.) Retrieved from 26/10/21 https://twitchtracker.com/statistics
  • Woodcock, J., & Johnson, M. R. (2019). The affective labor and performance of live streaming on Twitch. tv. Television & New Media, 20(8), 813-823. [https://doi.org/10.1177/1527476419851077]
  • Young, M. (1958). The Rise of the Meritocracy. Routledge. https://twitchtracker.com/statistics

Appendix

부록. 참고문헌

  • 강신규·원용진·채다희 (2019). 메타/게임(meta/game)으로서의 ‘게임보기’. <한국방송학보>, 33권 1호, 5-43.
  • 김수진 (2017). ‘아프리카 TV 가 낳은 괴물들: 인터넷방송의 동시적 이중성에 관한 연구. 비교문화연구, 23권 1호, 79-124.
  • 김애라 (2016). 디지털 노동의 성별성에 관한 비판적 고찰 : 여성 페북스타의 디지털 노동을 중심으로. <언론과 사회>, 24(4), 98-145.
  • 김지수·윤석민 (2019). 인터넷 개인방송에서 혐오발언은 어떻게 비즈니스가 되는가? : 유튜브 및 아프리카 토크/캠방 방송에서의 여성혐오발언을 중심으로. <한국방송학보>, 33권 3호, 45-79.
  • 김지연 (2019). 디지털 게임에서의 성적 괴롭힘 피해 경험에 대한 질적 연구 : 근거이론을 적용하여. <한국 게임학회 논문지>, 19권 6호, 133-150.
  • 김지윤 (2020). 여성 게이머는 총을 쏠 수 있는가? : FPS 게임을 플레이하는 여성의 몸에 대한 현상학적 연구. <한국언론정보학보>, 통권 103호, 48-82.
  • 맹욱재·김혁·우준희·허영진·이서영·최지원·이상욱·은진수·이경진·이준환 (2018). 온라인 게임내 성차별 실태 조사 및 제재 시스템 디자인 연구. 한국HCI학회 학술대회. 470-475.
  • 범유경·이병호·이예슬 (2017). <오버워치>, 그리고 다른 목소리: 게임 <오버워치> 내 여성 게이머에 대한 폭력적 발화 분석. <공익과 인권>, 17권, 283-337.
  • 송두헌·박소진·양승원·양윤정·원교현 (2017). 한국 남녀 청년 게이머의 플레이 취향과 성차 및 성 고정 관념. <한국정보통신학회논문지>, 21권 1호, 72-81.
  • 석승혜·이지영 (2007). 여성 유저의 온라인게임 이용 행태에 관한 연구. 한국HCI학회 학술대회. 1773-1784.
  • 심성우 (2014). 인터넷 개인 게임방송과 저작권: 아프리카 TV 사례를 중심으로. <연세 의료·과학기술과 법>, 5권 2호, 1-51.
  • 신현우 (2019). 디지털 게임에서의 ‘플레이노동’에 대한 이론적 연구: 플레이의 ‘기계적 예 속’의 정치경제 학 비판. <한국언론정보학보>, 통권 97호, 7-36.
  • 이동후·이설희 (2017). 인터넷 개인방송 BJ의 노동 과정에 대한 탐색. <한국언론학보>  61권 2호, 127-156.
  • 이수엽·채다희·박근서 (2016). 게임 공간과 게임 플레이의 변화: 전자오락실, PC 방, 모바일 게임 공간을 중심으로. <사이버커뮤니케이션학보>, 33권 1호, 89-137.
  • 이정학·김재혁·이은정 (2020). e-Sports 방송 BJ 속성이 시청 만족, 시청 몰입 및 재시청 의도에 미치는 영향. <한국체육과학회지>, 29권 3호, 461-473.
  • 이현준·박지훈 (2021). ‘혜지’가 구성하는 여성에 대한 특혜와 남성 역차별 : 공정성에 대한 남성 온라인 게임 이용자들의 열망은 어떻게 여성혐오로 이어지는가? <방송과 커뮤니케이션>, 22권 1호, 5-40.
  • 임명빈·김수정 (2018). 셀프 브랜딩 실천과 친밀성의 구성. <사회과학연구>, 29권 3호, 105-130.
  • 전경란 (2007). 여성 게이머의 게임하기와 그 문화적 의미에 대한 연구 : 고 레벨 여성 게이머의 게임하기를 중심으로. <사이버커뮤니케이션학보>, 통권 22호, 83-117.
  • 정서현·박주연 (2019). 1인 미디어 게임방송 이용 동기 및 이용 특성에 관한 탐색적 연구: 인터넷 게임방송 이용자 심층 인터뷰를 중심으로. <정보사회와 미디어>, 20권 3호, 1-29.
  • 한국콘텐츠진흥원 (2020). <대한민국 게임백서>.