نوع مقاله : مقاله علمی پژوهشی

نویسندگان

1 دانشجوی دکتری جامعه‌شناسی فرهنگی دانشگاه علامه طباطبائی، تهران، ایران

2 استاد تمام گروه مطالعات فرهنگی دانشگاه علامه طباطبائی، تهران، ایران

3 دانشیار جامعه‌شناسی دانشگاه علامه طباطبائی، تهران، ایران

چکیده

استریم شیوه‌ پخش زنده محتوا در شبکه‌های اجتماعی است که در آن تولید کننده محتوا، از طریق پخش تصاویر زنده‌ از فعالیت‌های خود، توجه مخاطبان را جلب می‌کند. اغلب استریمرها که تولید کننده‌های این نوع از محتوا هستند، به صورت زنده انجام یک بازی ویدئویی را به نمایش می‌گذارند. این مقاله تلاش دارد تا با تکیه بر نظریه فرا-بازی «یاسپر یوول»، سنخ‌شناسی اولیه‌ای از استریمرهای ایرانی به دست بدهد و نشان دهد که چگونه می‌توان میان شیوه‌های مختلف تولید محتوا و نوع مخاطبان استریمرهای ایرانی تمایز برقرار کرد. نتایج پژوهش که متکی بر روش‌های مصاحبه نیم‌ساخت یافته با 15 استریمر- اینفلئونسر مشهور ایرانی و مشاهده نظام‌مند استریم آن‌ها است، نشان می‌دهد که براساس ویژگی‌هایی نظیر نوع محتوا، مخاطبان هدف، شیوه برقراری با مخاطبان، اهداف و ایده‌آل‌های استریمر و رویکردهای آن‌ها نسبت به بازی به عنوان یک رسانه، می‌توان استریمرها را با کمک چهار مقوله اصلی «زمینه‌ای»، «ارتباطی»، «محتوایی» و «شخصیتی» و ده مقوله فرعی، به سه دسته «چالشی»، «رقابتی» و «فراغتی» تقسیم کرد. گروه اول به دنبال به چالش کشیدن ظرفیت‌های یک بازی و کسب افتخارات جهانی در عرصه بازی ویدئویی هستند، گروه دوم بر پیروزی در رقابت با سایر استریمرها تمرکز دارند و گروه سوم تمایل دارند با تولید محتوای سرگرم کننده، برای مخاطبان خود، نوعی از فراغت را ایجاد کنند.

کلیدواژه‌ها

عنوان مقاله [English]

Typology of Iranian Live Streamers

نویسندگان [English]

  • Behrouz Ashraf Semnani 1
  • saeeid zokaei 2
  • saeeide amini 3

1 PhD Student in Cultural Sociology, Allameh Tabataba'i University, Tehran, Iran

2 Professor, Department of Sociology Allameh Tabataba'i University, Tehran, Iran

3 Associate Professor, Department of Sociology, Allameh Tabataba’i University, Tehran, Iran

چکیده [English]

Streaming refers to the live broadcast of video game content on various platforms. In a streaming session, the creator entertains the viewers by showcasing real-time gameplay footage. This article categorizes Iranian game streamers using Jesper Juul's meta-game theory. This article also identifies the differences between Iranian game streamers in terms of their audience reach and content. Through interviews with 15 well-known streamers and careful observation of their live sessions, four main categories and 10 subcategories have been uncovered in this study. The findings of this study reveal that streamers can be classified according to characteristics such as the type of content they produce, their target audience, the way they communicate with their viewers, and their personal aims and ideals in streaming. Through this research, three distinct groups of streamers have been identified: those who specialize in challenges (focused on achieving international recognition), those who are competitive (striving to outperform other streamers in the gaming arena), and those who prioritize leisure (creating enjoyable content to entertain their audience).
 
Extended Abstract:
Introduction:
Streaming refers to the live broadcasting of content by a user to an audience. Statistical data indicates that the number of streamers, viewers, and content produced has rapidly increased, making streaming a novel and expanding medium. Twitch is the most popular streaming platform globally, while Aparat Game is the leading domestic network in Iran. Iranian streamers utilize both platforms, creating content and engaging with their audiences on these networks. Streamers engage with their audience by producing content. This content may encompass playing games, talking about games, discussing various topics, and other similar activities. Streamers broadcast this content through Twitch or Aparat Game. In return, audiences show their support by donating money.
Audiences tune into streaming for various reasons, including engaging in social interactions, experiencing a sense of community, meeting new people, seeking entertainment, searching for information, and other motivations that draw their attention to streaming. The core query of this article is to identify the different types of Iranian streamers based on the structure and content they generate and to comprehend how each category of Iranian streamers produces content for their audiences.
2- Methods:
Most researchers have employed methods like interviews and observations to investigate the behavior and content production of streamers. Amongst the streamers, 67 popular and well-known streams were carefully chosen. An invitation to participate in an interview was extended to them through the Instagram social network. Fifteen streams consented to participating in the interview. Furthermore, a total of 5 hours of each streamer's activity was also observed for additional insight.
3- Results:
In this study, 10 subcategories were identified. These subcategories encompass the streaming platform, compliance with rules, the age of the streamer, the age of the audience, the timing of streaming sessions, the method of communication with the audience, the type of game, the manner of presenting content, job status, and ultimate ideals. Those 10 subcategories were then regrouped into 4 main categories: "context," "communication," "content" and "personality." Based on these categories, three types of streamers are identified. The first group, which we refer to as the "Challenge," focuses on winning global honors through the completion of difficult tasks in video games and challenges. This group's audience is often silent and inactive, primarily made up of young people and adults who follow Twitch. They do not prioritize following the rules and often find streaming to be their sole occupation. Their ultimate dream is to achieve world honors in video games.
The Competitive streamer prioritizes the defeat of their rivals, and they are determined to secure victories in various competitions. The more they win, the more successful they become. Their audience mirrors the excitement seen in sports competitions, reacting loudly and noisively during streaming sessions. They celebrate victories and feel saddened by losses, with the income of competitive streamers closely tied to their wins. The Competitive streamers stream on both Aparat and Twitch, tailoring their platform selection based on their audience's age. If their viewers are primarily young, they prefer streaming on Aparat, but they switch to Twitch if their fans are older. The target audience for the Competitive stream includes young children and adults. Their choice of games leans towards battle royale style, and their ultimate ambition is to win the world championship.
The Leisure streamers do not prioritize winning or losing in the game. They focus solely on providing entertainment for their audience. Jokes, laughter, drama, and storytelling are common elements in their streaming sessions. The Leisure streamer's audience watches their stream for fun, joy, and laughter.
Recreational streamers may have average gaming skills, but they excel in entertaining their audience. They establish intimate connections with their viewers and often develop deep friendships with their fans. Children under 10 years old make up a considerable portion of the audience for recreational streamers. Due to this, they opt for Aparat as their streaming platform, paying more attention to adhering to the rules compared to others. Apart from their streaming activities, these gamers may also engage in producing content on YouTube and acting as social media influencers. Their ultimate goal is to achieve fame and become well-known celebrities.
4- Conclusion:
 Streamers approach gaming and streaming as a social event, recognizing the importance of entertaining their audience in their unique manner. Every streamer attempts to create a distinct and one-of-a-kind experience, similar to an artist's painting.
The Competitive streamer is focused on winning and losing and can display excitement similar to a sports match. The Leisure streamer, like a TV show host, works to entertain the audience. As streamers age, lose their gaming abilities and energy, they may transition away from challenging or competitive styles and lean more into entertaining the audience to compensate for their physical limitations.

کلیدواژه‌ها [English]

  • Stream
  • Video Game
  • Twitch
  • Jesper Juul
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