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Twitch Aggression Profile : = Exploring Aggression on a Live Mixed-Media Platform.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Twitch Aggression Profile :/
其他題名:
Exploring Aggression on a Live Mixed-Media Platform.
作者:
Chae, Seung Woo.
面頁冊數:
1 online resource (179 pages)
附註:
Source: Dissertations Abstracts International, Volume: 84-12, Section: A.
Contained By:
Dissertations Abstracts International84-12A.
標題:
Communication. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30528671click for full text (PQDT)
ISBN:
9798379723408
Twitch Aggression Profile : = Exploring Aggression on a Live Mixed-Media Platform.
Chae, Seung Woo.
Twitch Aggression Profile :
Exploring Aggression on a Live Mixed-Media Platform. - 1 online resource (179 pages)
Source: Dissertations Abstracts International, Volume: 84-12, Section: A.
Thesis (Ph.D.)--Indiana University, 2023.
Includes bibliographical references
Recent research in communication and information science has pointed towards the popularity of live-streaming media. Most live-streaming platforms support multimodal communication by enabling the viewers to interact with their streamer via chat. This feature significantly extends one-way communication on traditional mass media to two-way communication, wherein viewers can voice their opinions on the content or even participate in the process of content creation. That said, unfortunately, the new media have not only brought enjoyable phenomena; multiple mass shooting incidents, including a recent Buffalo grocery store incident, were broadcasted in real time on the live-streaming platforms by the gunmen. This study addresses a serious social issue-violence/aggression on live-streaming social media- employing Cultivation Theory as a theoretical framework. As the originator of the theory, George Gerbner conducted content analysis of television content to probe violence on the medium in his Cultural Indicators project, this study seeks to conduct a partial replication of his project on Twitch. Both manual content analysis and computational text analysis were utilized to observe three media dimensions of Twitch-game play, streamers' broadcast speech, and viewers' chat. Beyond observing the state of aggressive content on Twitch, this study explores the associations between different types of aggression in the three media dimensions: violent game play, streamer verbal aggression, and viewer aggression in the chat. The results of this study manifested that aggression is prevalent on Twitch across all the three media dimensions. Furthermore, the study demonstrated that while violent game play is not significantly associated with either streamer verbal aggression or viewer aggression in the chat, streamer verbal aggression is positively correlated with viewer aggression in the chat. This result probably implies that the main narrative that Twitch users focus on is their streamers' verbal communication rather than game play, which denotes a possible influence of streamers on their viewers. Additionally, the study found that violent game play negatively moderates the positive relationship between streamer verbal aggression and viewer aggression in the chat. Based on prior literature on the limited capacity of attention, it was assumed that watching violent game play may be a cognitive distraction that could disturb Twitch viewers' focus on their streamer's talk. The findings are discussed in the context of prior literature and practical implications for content moderation on Twitch.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798379723408Subjects--Topical Terms:
524709
Communication.
Subjects--Index Terms:
AggressionIndex Terms--Genre/Form:
542853
Electronic books.
Twitch Aggression Profile : = Exploring Aggression on a Live Mixed-Media Platform.
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Recent research in communication and information science has pointed towards the popularity of live-streaming media. Most live-streaming platforms support multimodal communication by enabling the viewers to interact with their streamer via chat. This feature significantly extends one-way communication on traditional mass media to two-way communication, wherein viewers can voice their opinions on the content or even participate in the process of content creation. That said, unfortunately, the new media have not only brought enjoyable phenomena; multiple mass shooting incidents, including a recent Buffalo grocery store incident, were broadcasted in real time on the live-streaming platforms by the gunmen. This study addresses a serious social issue-violence/aggression on live-streaming social media- employing Cultivation Theory as a theoretical framework. As the originator of the theory, George Gerbner conducted content analysis of television content to probe violence on the medium in his Cultural Indicators project, this study seeks to conduct a partial replication of his project on Twitch. Both manual content analysis and computational text analysis were utilized to observe three media dimensions of Twitch-game play, streamers' broadcast speech, and viewers' chat. Beyond observing the state of aggressive content on Twitch, this study explores the associations between different types of aggression in the three media dimensions: violent game play, streamer verbal aggression, and viewer aggression in the chat. The results of this study manifested that aggression is prevalent on Twitch across all the three media dimensions. Furthermore, the study demonstrated that while violent game play is not significantly associated with either streamer verbal aggression or viewer aggression in the chat, streamer verbal aggression is positively correlated with viewer aggression in the chat. This result probably implies that the main narrative that Twitch users focus on is their streamers' verbal communication rather than game play, which denotes a possible influence of streamers on their viewers. Additionally, the study found that violent game play negatively moderates the positive relationship between streamer verbal aggression and viewer aggression in the chat. Based on prior literature on the limited capacity of attention, it was assumed that watching violent game play may be a cognitive distraction that could disturb Twitch viewers' focus on their streamer's talk. The findings are discussed in the context of prior literature and practical implications for content moderation on Twitch.
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