Social Gaming: a civic and political domain? (Week 8)
The world of online and offline gaming is not normally linked to the civic and political domain, or greater sociological studies. Often thought of as a form of leisure or fun, gaming is yet to be taken seriously as a form of entertainment that is intrinsically linked to mainstream issues. Despite this, Taylor argues that gaming is an important aspect of the ‘media and socio technical landscape’ (Taylor 2018, pg. 11)
Gaming has undergone significant changes across recent decades. Initially concerned with ‘arcades’ (Taylor 2018, pg. 4) and ‘home concelse machines’ (Taylor 2018, pg. 4), gaming evolved into ‘internet gaming’ (Taylor 2018, pg. 4) whereby ‘multiplayer connections’ (Taylor 2018, pg. 4) became available, creating a more ‘competitive space’ (Taylor 2018, pg. 4). Currently, gaming has been transformed into a ‘televisual’ (Taylor 2018, pg. 4) activity with the ‘core of its growth’ (Taylor 2018, pg. 4) vested in ‘live streaming’ (Taylor 2018, pg. 4).
Liver streaming is an incredibly popular aspect of the current gaming landscape. At its core, live streaming enables a participant or player to ‘broadcast’ (Taylor 2018, pg. 3) their game to many people ‘watching’ (Taylor 2018, pg. 10) through online platforms such as ‘Twitch’ (Taylor 2018, pg. 3) and ‘Youtube’ (Taylor 2018, pg. 3), straight from their own homes. Through these platforms, other players can use ‘chat’ (Taylor 2018, pg. 11) features to communicate with the player or can even play ‘alongside’ (Taylor 2018, pg. 6) them. Essentially, live streaming enables gamers to ‘transform their private play into public entertainment’ (Taylor 2018, pg. 6).
However, live stream gaming provides social benefits to its audiences as well. People watching along a live stream are able to become ‘integrated into the show’ (Taylor 2018, pg. 6) through chatting with the broadcaster about the game itself or ‘everyday life’ (Taylor 2018, pg. 6). Live streaming has evolved from initially just broadcasting a streamer playing a game to creating a ‘new form of entertainment’ (Taylor 2018, pg. 9) whereby ‘gameplay, humor, commentary’ (Taylor 2018, pg. 9) are all a part of the experience. Now, live streaming offers players an ‘opportunity to build audiences’ (Taylor 2018, pg. 6) around their own gameplay that share similar ‘interests’ (Taylor 2018, pg. 6). Thus, through live streaming, gaming has become a social and interactive phenomenon whereby gamers and audience members alike can use a game to form social connections.
Additionally, and perhaps more importantly, gaming offers an opportunity for people to interact in the civil and political domain. As identified by Taylor, gaming is a form of ‘leisure’ (Taylor 2018, pg. 11), often used to come home and ‘tune out from the real world’ (Taylor 2018, pg. 11). However, gaming is becoming a space frequently used for civic and political discussion. Players are ‘regularly encountering’ (Taylor 2018, pg. 11) people from ‘outside their own social worlds’ (Taylor 2018, pg. 11), such as ‘race, sexuality and social identity’ (Taylor 2018, pg. 12). Moreover, the games themselves are becoming increasingly politicised with ‘companies, policies and laws’ (Taylor 2018, pg. 12) addressing issues from ‘intellectual property to standards of behaviour’ (Taylor 2018, pg. 12). This has led to the world of gaming becoming a ‘politically infused space’ (Taylor 2018, pg. 12) rather than an solely entertainment space. As highlighted by Taylor, gaming has become a platform whereby ‘important political and critical conversations’ (Taylor 2018, pg. 13) regarding civic and political life are shared. This is due to the relative connection shared between streamer and audience and the lack of corporate structure within this relationship - streamers broadcast their streams from their own ‘private lives’ (Taylor 2018, pg. 6).
Ultimately, gaming provides an important social space for players and audience members alike to connect and communicate with one another. Through the relative connection live streaming affords its participants, gaming has become a civic space.
References:
Taylor, TL 2018, ‘Broadcasting ourselves’ (chapter 1), in Watch Me Play: Twitch and the Rise of Game Live Streaming, Princeton University Press, pp.1-23










