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이동후(Dong-Hoo Lee),이설희(Seul-Hi Lee) 한국언론학회 2017 한국언론학보 Vol.61 No.2
This study examines the labor processes of user content production and value creation through a case study of so-called Broadcasting Jockeys (BJ), Internet personal broadcasters who have attracted significant public attention. The purpose of this study is to investigate how these labor processes are carried out within the users’ concrete experiences, considering the structural ambivalence in both participatory digital-media usage and exploitative free labor. In-depth interviews were conducted with fourteen BJs who work at AfreecaTV as Best or Partner BJs. The results show that the imagined affordances of AfreecaTV are associated with the BJs’ perceived and creative motivation; the cognitive, communicative, and communal characteristics of their labor; the dynamics of producing labor value based on byeolpungseon (star balloon); the valorization process of labor power; and the self-branding mechanism in these unstable labor practices. This study finds that Internet personal broadcasting has emerged as a new media industry, with a labor process of a complex and ambivalent nature.
게임 스트리밍 공간의 여성 스트리머 경험 연구 : 심층인터뷰를 중심으로
이동후(Dong-Hoo, Lee),홍남희(Namhee, Hong),이설희(Seul-hi, Lee) 한국언론학회 2021 한국언론학보 Vol.65 No.5
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.