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1.
TEKNOKULTURA: REVISTA DE CULTURA DIGITAL Y MOVIMIENTOS SOCIALES ; 19(2):47-58, 2022.
Article in Spanish | Web of Science | ID: covidwho-1911968

ABSTRACT

In recent years, and accentuated by the health crisis, the consumption of content on online video platforms has increased as an alternative to traditional audiovisual media. Focusing on the Spanish context, this article explores the communications of science influencers on Twitch, the predominant videostreaming platform, popular with gamers, esports and various other forms of social media entertainment. The study conducted a content analysis of audiovisual texts generated by a sample of six of the most representative Twitch science communicators in Spain on the basis of a set of semiotic-discursive categories. The analysis identified the discursive strategies underlying the analyzed texts and identifies the particularities of a type of science communication that coexists within the media ecosystem with old media and official scientific sources. Specifically, the science communicators on Twitch opt for an audiovisual format based on the personality vlog, a form of speech characterized by a didactic expressive articulation, synchronous interaction with the user, and the use of a fun tone based on shared community codes. Despite being a new type of science communication, and the ephemeral nature of the broadcasts, the results of this study suggest that Twitch is an efficient vehicle for attracting the attention of young audiences to scientific content. The results also suggest that the influencers or content creators analyzed are committed to discourses based on informational quality and scientific rigor.

2.
Revista De Comunicacion-Peru ; 21(1):49-65, 2022.
Article in Spanish | Web of Science | ID: covidwho-1780419

ABSTRACT

The migration of creators from other platforms and the emergence of new lines of content are contributing to the thematic diversification of Twitch.tv beyond its leadership in gaming. This article explores the potential for collaboration, education, and creation of live-streaming platforms by analyzing the online coworking experience of the JaimeAltozano 'working room' on Twitch, launched after the outbreak of the Covid-19 pandemic. An initiative that gathered 222,172 hours worked by the community in three months. Using a mixed methods research design, the experience was studied on the basis of quantitative data, 67 in-depth interviews with users and ethnographic techniques for content analysis. The results obtained in the three phases of the research process show that experiences like the JaimeAltozano 'working room' are useful virtual spaces for productivity. Based on these results, a map of the phenomenon was drawn using six key concepts: gamification, synchronicity, community, participation, free operability, and common atmosphere. In the face of the growing platformization of cultural goods, our research delves into the media reality of Twitch beyond videogaming to explore the possibilities of live-streaming for the digital community's media empowerment.

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