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The Effects of Streaming on Discourse of Gaming Communities
Georgia State University ScholarWorks @ Georgia State University English Theses Department of English 12-16-2020 RETHINKING DISCOURSE COMMUNITIES IN THE DIGITAL AGE: THE EFFECTS OF STREAMING ON DISCOURSE OF GAMING COMMUNITIES Russell Beason Follow this and additional works at: https://scholarworks.gsu.edu/english_theses Recommended Citation Beason, Russell, "RETHINKING DISCOURSE COMMUNITIES IN THE DIGITAL AGE: THE EFFECTS OF STREAMING ON DISCOURSE OF GAMING COMMUNITIES." Thesis, Georgia State University, 2020. https://scholarworks.gsu.edu/english_theses/257 This Thesis is brought to you for free and open access by the Department of English at ScholarWorks @ Georgia State University. It has been accepted for inclusion in English Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. RETHINKING DISCOURSE COMMUNITIES IN THE DIGITAL AGE: THE EFFECTS OF STREAMING ON DISCOURSE OF GAMING COMMUNITIES by RUSSELL BEASON Under the Direction of George Pullman, PhD ABSTRACT This thesis applies of John Swales’ theory of discourse community (DC) to online streaming sites—a context that creates what this thesis defines as a streamed-discourse community—while examining the context of online streamed discussions, and why they are relevant to rhetorical barriers to digital community building within composition/rhetoric scholarship, especially discourse community research such as Swales' that considers how discourse within a group can create distinct types of communities -
GIRL GAMER and the POWER of PERSONA: the EXPERIENCE of VIDEO GAME LIVESTREAMERS by NAOMI BRAUN a THESIS PRESENTED to the GRADUAT
GIRL GAMER AND THE POWER OF PERSONA: THE EXPERIENCE OF VIDEO GAME LIVESTREAMERS By NAOMI BRAUN A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS UNIVERSITY OF FLORIDA 2016 © 2016 Naomi Braun ACKNOWLEDGMENTS I would like to thank my parents (all three) for encouraging me and allowing me to make my own choices. I would also like to thank all the teachers who have informed those choices along the years. 3 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 3 ABSTRACT ..................................................................................................................... 5 CHAPTER 1 INTRODUCTION .................................................................................................. 6 2 BACKGROUND .................................................................................................... 7 3 LITERATURE REVIEW ...................................................................................... 11 4 METHODOLOGY ............................................................................................... 16 5 ANALYSIS .......................................................................................................... 21 Relationship Building .......................................................................................... 21 Teasing and Insults ........................................................................................... -
Top 1000 Searches in Youtube Australia
Top 1000 Searches in YouTube Australia https://www.iconicfreelancer.com/top-1000-youtube-australia/ # Keyword Volume 1 pewdiepie 580000 2 music 368000 3 asmr 350000 4 pewdiepie vs t series 268000 5 james charles 222000 6 old town road 214000 7 lazarbeam 207000 8 david dobrik 202000 9 billie eilish 197000 10 dantdm 194000 11 norris nuts 190000 12 fortnite 179000 13 bts 176000 14 joe rogan 172000 15 ksi 163000 16 wwe 151000 17 jacksepticeye 147000 18 songs 141000 19 baby shark 132000 20 t series 132000 21 markiplier 131000 22 minecraft 126000 23 nightcore 123000 24 sidemen 116000 25 shane dawson 111000 26 lofi 110000 27 ariana grande 110000 28 ssundee 105000 29 logan paul 101000 30 blackpink 101000 31 amv 99000 32 eminem 97000 33 peppa pig 97000 34 jake paul 96000 35 msnbc 96000 36 taylor swift 95000 37 study music 94000 38 senorita 93000 39 mrbeast 91000 40 crime patrol 2019 90000 41 ufc 89000 42 lachlan 89000 43 trump 88000 44 nba 87000 45 game of thrones 85000 46 ed sheeran 84000 47 sis vs bro 84000 48 jeffree star 80000 49 jre 77000 50 morgz 77000 51 mr beast 75000 52 fgteev 74000 53 cnn 74000 54 stephen colbert 74000 55 post malone 73000 56 flamingo 73000 57 gacha life 72000 58 wiggles 70000 59 try not to laugh 70000 60 unspeakable 69000 61 twice 68000 62 bad guy 68000 63 avengers endgame 67000 64 superwog 67000 65 isaac butterfield 67000 66 memes 66000 67 tati 66000 68 documentary 65000 69 rebecca zamolo 64000 70 f1 64000 71 movies 64000 72 dance monkey 64000 73 popularmmos 63000 74 chad wild clay 62000 75 tfue 61000 76 jelly 61000 -
A Feminist Autoethnography on Hegemonic Masculinity, Failure, and Subversive Play in League of Legends
A Feminist Autoethnography On Hegemonic Masculinity, Failure, and Subversive Play in League of Legends Kathryn Fedchun Thesis submitted to the University of Ottawa in partial fulfillment of the requirements for the Master’s degree in Sociology with a Specialization in Feminist and Gender Studies Faculty of Social Sciences University of Ottawa © Kathryn Fedchun, Ottawa, Canada, 2020 ii ABSTRACT League of Legends is one of the most popular video games in the world, and yet it is also infamously known as being filled with harassment and failure. Why do I continue to play? In this project, a critical autoethnography is used to illustrate what it is like to play in this male- dominated space as a woman. Using feminist and queer game studies as my theoretical framework, this project investigates three distinct, but interconnected concepts: hegemonic masculinity, weaponized failure, and subversive play. In chapter one, I use Raewyn Connell’s theory of hegemonic masculinity to analyze League of Legends. I argue that gameplay elements such as champion selection, communication, and role-play make it difficult to challenge hegemonic masculinity in League of Legends. However, I do acknowledge that it is possible to challenge through playing the role of support properly – by concentrating on teamwork and sacrifice. In chapter two, I use queer video game studies, including key texts by Bonnie Ruberg and Jesper Juul, to consider failure in League of Legends. While queer failure can be fun in single-player video games, I argue that failure in League of Legends can be used as a weapon to intentionally hurt your teammates. -
Neologisms and Their Use in Gaming Communities
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School 8-2021 Neologisms and their use in gaming communities Ian Johnston [email protected] Follow this and additional works at: https://opensiuc.lib.siu.edu/gs_rp Master's research paper per requirements of COLA's Accelerated MA in Linguistics Recommended Citation Johnston, Ian. "Neologisms and their use in gaming communities." (Aug 2021). This Article is brought to you for free and open access by the Graduate School at OpenSIUC. It has been accepted for inclusion in Research Papers by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. NEOLOGISMS AND THEIR USE IN GAMING COMMUNITIES by Ian Zachary Johnston B.A., Southern Illinois University, 2020 A Research Paper Submitted in Partial Fulfillment of the Requirements for the Master of Arts Department of Linguistics In the Graduate School Southern Illinois University Carbondale July 2021 Copyright by Ian Johnston, 2021 All Rights Reserved RESEARCH PAPER APPROVAL NEOLOGISMS AND THEIR USE IN GAMING COMMUNITIES by Ian Johnston A Research Paper Submitted in Partial Fulfillment of the Requirements for the degree of Master of Arts in the field of Linguistics Approved by: Shannon McCrocklin Ph.D., Chair Graduate School Southern Illinois University Carbondale June 24, 2021 TABLE OF CONTENTS CHAPTER PAGE LIST OF TABLES .......................................................................................................................... ii LIST OF FIGURES ...................................................................................................................... -
The Principles of Esports Engagement: a Universal Code of Conduct
Journal of Intellectual Property Law Volume 27 Issue 2 Article 3 The Principles of Esports Engagement: A Universal Code of Conduct Yen-Shyang Tseng Horvitz & Levy LLP Follow this and additional works at: https://digitalcommons.law.uga.edu/jipl Part of the Intellectual Property Law Commons Recommended Citation Yen-Shyang Tseng, The Principles of Esports Engagement: A Universal Code of Conduct, 27 J. INTELL. PROP. L. 209 (). Available at: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 This Article is brought to you for free and open access by Digital Commons @ Georgia Law. It has been accepted for inclusion in Journal of Intellectual Property Law by an authorized editor of Digital Commons @ Georgia Law. Please share how you have benefited from this access For more information, please contact [email protected]. The Principles of Esports Engagement: A Universal Code of Conduct Cover Page Footnote Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication. Thanks to Dan Nabel, to the editors of the Journal of Intellectual Property Law, and to all friends of Purple Poring. This article is available in Journal of Intellectual Property Law: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 Tseng: The Principles of Esports Engagement: A Universal Code of Conduct THE PRINCIPLES OF ESPORTS ENGAGEMENT: A UNIVERSAL CODE OF CONDUCT? Yen-Shyang Tseng * *Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication. -
Incel Rhetoric: Origins of Digital Misogyny
Murray State's Digital Commons Honors College Theses Honors College 11-2020 Incel Rhetoric: Origins of Digital Misogyny Virginia Sisemore Follow this and additional works at: https://digitalcommons.murraystate.edu/honorstheses Part of the Feminist, Gender, and Sexuality Studies Commons This work is licensed under a Creative Commons Attribution 4.0 License. Recommended Citation Sisemore, Virginia, "Incel Rhetoric: Origins of Digital Misogyny" (2020). Honors College Theses. 63. https://digitalcommons.murraystate.edu/honorstheses/63 This Thesis is brought to you for free and open access by the Honors College at Murray State's Digital Commons. It has been accepted for inclusion in Honors College Theses by an authorized administrator of Murray State's Digital Commons. For more information, please contact [email protected]. 1 Content Warning This thesis is the result of an in-depth study of a community that uses truly vile language and expresses similarly vile ideas. In order to convey the seriousness of addressing online misogyny and in following Emma Jane’s model of scholarship (discussed later), I have chosen not to censor any sexually explicit language. This is a content warning for descriptions of sexually violent acts and extremely derogatory language. Introduction In May 2014 in Isla Vista, California, near the UC Santa Barbara campus, Elliot Rodger murdered six people and injured 14 others with his vehicle, a gun, and a knife. While the victims themselves were random, his motivation was not. Rodger was an incel, an involuntary celibate, and he was angry at women. Before the terrorist attack, Rodger uploaded a video to YouTube wherein he laid out his motives: he was tired of women rejecting him and jealous of the men they chose to sleep with instead of him. -
Conference Programme (PDF, 858
#GenderChallenge Exploring Gender Identities Online 18–20 July 2021 Programme & Book of Abstracts Social media platforms have opened spaces for users to enact gender identities as well as engage in meta- discourse on gender in online environments. This has made them particularly interesting as sites for researchers studying gendered linguistic patterns within sociolinguistics, as well as those interested in the varied constructions of gender identities from the perspectives of pragmatics, discourse studies, and applied linguistics. This conference aims to contribute to a wider conversation on the ways in which social media research may be integral to advancing our understanding of the linguistic performances of gender. Our two preconference workshops include hands-on sessions on carrying out linguistic analyses of gender representation online. One day prior to the conference, we are also hosting a round-table discussion on the topic of “Rethinking Gender”. The conference itself is divided into four sessions titled: misogyny and online communities, corpus-based approaches, multimodality, and acts of violence. Whereas our two keynote presentations and lightning talk sessions take place synchronously, the other presentations are pre-recorded. This conference fosters an inclusive, supportive, and safe atmosphere for all attendees. We look forward to welcoming you to the event! Your Organising Committee Dr Morana Lukač (University of Greifswald) Dr Susan Reichelt (University of Konstanz) together with Luisa Grabiger (University of Greifswald) -
The Lack of Looks
The lack of looks A study on the Incel ideology of Incelism during the 2010s–2020s and its relation to historical and contemporary ideologies particularly within fa r- right milieus Master’s thesis: 45 credits Author’s name: Hugo Engholm Name of supervisor: Lars M. Andersson Semester: Spring 2021 HISTORISKA INSTITUTIONEN Abstract The Incel milieu is known for its high level of misogyny, self-hate, and hate towards society. In recent years, it has received more and more scholarly attention and one topic which is often mentioned but rarely deeply discussed is if there is such a thing as an Incel ideology. This thesis argues that such an ideology exists, the ideology of Incelism, and this thesis strives to answer the question of how Incelism is constructed, and what relationships it has to other ideologies, particularly far-right ones. To answer this question the thesis has through a qualitative content analysis employed Michael Freeden’s morphology of ideologies which states that an ideology is constructed similar to a semantic field. Freeden’s approach, together with the theoretical frameworks of Eva Illouz’s research on how love and relationships have changed since the dawn of modernity, and the field of collective victimhood, has been used to analyze discussion threads pulled from the website www.Incels.co, the at the time largest Incel-exclusive online community. The results show that the ideology of Incelism contains five core concepts labeled “Hierarchy”, “Misogyny”, “The natural”, “Alienation”, and “Direct action”, eleven adjacent concepts could also be found as well as one peripheral. What was also found was that Incelism constitutes a thin ideology, meaning that it lacks certain aspects which needs to be borrowed from other ideologies, or that it needs to be hosted within a larger ideological construct. -
Anticompetitive Conduct by Publisher- Controlled Esports Leagues Notes
University of Minnesota Law School Scholarship Repository Minnesota Law Review 2020 Competing Competitions: Anticompetitive Conduct by Publisher- Controlled Esports Leagues Notes Michael Arin Follow this and additional works at: https://scholarship.law.umn.edu/mlr Part of the Law Commons Recommended Citation Arin, Michael, "Competing Competitions: Anticompetitive Conduct by Publisher-Controlled Esports Leagues Notes" (2020). Minnesota Law Review. 3253. https://scholarship.law.umn.edu/mlr/3253 This Article is brought to you for free and open access by the University of Minnesota Law School. It has been accepted for inclusion in Minnesota Law Review collection by an authorized administrator of the Scholarship Repository. For more information, please contact [email protected]. Note Competing Competitions: Anticompetitive Conduct by Publisher-Controlled Esports Leagues Michael Arin INTRODUCTION The esports1 industry is maturing; with maturation comes attention and regulation. At the same time, the esports industry debates player compensation2 in light of increased value of esports teams;3 professional player associations bargain for J.D. Candidate 2020 University of Minnesota Law School, Managing Editor, Minnesota Law Review, 2019–20. Student Editor-in-Chief, Esports Bar Association Journal, 2020. I would like to thank Susanna Blumenthal for her guidance during the note-writing process, as well as members of the Esports Bar Association for being a constant source of inspiration, discussion, and sup- port. Of course, the Minnesota Law Review team also deserves high praise for the work they do. Copyright © 2020 by Michael Arin. 1. The term esports has not been defined by either the federal government or the states. Cf. Sports Wagering Act, N.J. -
Female Nature, Cucks, and Simps’: Understanding Men Going Their Own Way As Part of the Manosphere
Department of Informatics and Media Media & Communication Studies Two-year Master’s thesis ‘Female Nature, Cucks, and Simps’: Understanding Men Going Their Own Way as part of the Manosphere. Student: Zhané Hunte Supervisor: Kerstin Engström Spring 2019 Abstract The main aim of this thesis was to examine the ‘Men Going Their Own Way’ (r/MGTOW) community on Reddit. This aim was carried out by exploring (1) the themes perpetuated in the community, (2) how r/MGTOW fits in the contemporary ‘manosphere’, (3) the linguistic identity of its users, (4) the presence of hegemonic and inclusive masculinity, and lastly (5) the role of social media logics on r/MGTOW. The theoretical framework was comprised of theories about the characteristics of the manosphere, linguistic identity, hegemonic masculinity theory and inclusive masculinity theory, discourse, and social media logics. The analysis was comprised of research tools from Thematic Analysis, Content Analysis, and Foucauldian discourse analysis. The Content Analysis was facilitated by qualitative and quantitative software, WordStat. Through the use of these tools it was found that female nature, feminism, masculinity, society, and self-improvement were common themes in the community. Furthermore, masculinity, the dismissal of femininity, and a distinct lingua franca were elements that created a common antifeminist identity among the r/MGTOW users. Alleged scientific theories and beliefs about female nature and feminism were used as means to justify the position of men as victims. And lastly, most of the ideals of hegemonic masculinity, except for stoicism, were accepted. Taking social media logic into account, we see that users on certain platforms can boost certain content. -
Sexual Politics in Video Games: a League of Legends Case Study
SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY A Thesis by VINCENT PARKER Submitted to the School of Graduate Studies at Appalachian State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS December 2020 Department of English SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY A Thesis by VINCENT PARKER DECEMBER 2020 APPROVED BY: Dr. Kyle Stevens Chairperson, Thesis Committee Dr. Leonardo L. Flores Member, Thesis Committee Dr. Craig Fischer Member, Thesis Committee Dr. Leonardo L. Flores Chairperson, Department of English Mike Mckenzie, Ph.D. Dean, Cratis D. Williams School of Graduate Studies Copyright by Vincent Parker 2020 All Rights Reserved Abstract SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY Vincent Parker B.A., Appalachian State University M.A., Appalachian State University Chairperson: Dr. Kyle Stevens Despite decades of technological and social advancement, video games continue to support discourse of the heterosexual white male at the expense of marginalized individuals and their experiences. “Sexual Politics in Video Games” builds upon previous scholarship regarding aesthetic representations and identity formation using one of the most popular video games, League of Legends (League), as a case study. Specifically, I ask: How should games acknowledge differing existences? How does representation and identification impact gameplay? How is identification formed during streaming? How does viewer-identity influence gameplay? How do viewer-identities interact and coexist? and What does this mean moving forward? The first and second chapter of this project highlights the field and provides a review of scholarship regarding video games, history, and identification/representation.