![]() ![]() ![]() The paper will look at this phenomenon in three major steps. However, East and South East Asia is different and maintains many domestic services. Today, Twitch.TV has a quasi-monopoly in the Americas and Europe. High speed internet enabled spatial distributed forms of game spectatorship beyond the local arcades and home consoles. ![]() Finally, I will conclude my analysis with an examination of the way that content itself changed fan communities on matters of reception and evaluation, by using John Fiske’s tripartite model of fan productivity, a model that is still discussed and used in fan studies, along with critiques and suggestions by Matt Hills. Then, for the social part, I will analyze how these communities produce their content in an open, collaborative environment, in the light of Axel Bruns’s research on produsage cultures, which is very helpful because it deals with social aspects in online communial environments. For the technological part, I will use José van Dijck’s ‘platform dissasemblage’ to examine how the platforms used by the creators of DEATH BATTLE! and Twitch plays Pokémon function in regards of community building, shaping and spreading, since her work on social media platforms offers an extensive analysis and useful insight into them. In this analysis, I will research how my two case studies (DEATH BATTLE! and its subsequent works, and the Twitch plays Pokémon stream) were appropriated in their platforms by their makers to enhance the sense of belonging in communities. This essay’s methodology includes a) a platform and protocol analysis to analyze how technology allows the communities to come into being, and b) an institutional analysis in terms of community and content to analyze the social aspects of these communities. The main questions of the thesis are how communities emerge around freely distributed, user-generated material on the Internet, what are their characteristics, and how platforms allow and encourage them to do so. More specifically, I will analyze the Twitch Plays Pokémon stream as a case study for the ‘streaming’ category, and the DEATH BATTLE! series as a case study for the ‘original content’ category. ![]() I will examine two case studies dealing with users and their transition to productivity through the use of contemporary technology, and characters and events from popular culture. This thesis deals with the emergence of fan communities around user-generated content. ![]()
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