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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>The ludospectator: Reconstruction of a hybrid, fluid and unstable identity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Riccardo Retez</string-name>
          <email>Riccardoretez@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>IULM University</institution>
          ,
          <addr-line>Via Carlo Bo, 1, Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>One of the mutations that the video game has undergone is its alteration, evolution and synthesis into game-video: the video game performance act is transformed into a spectacle, a posttelevision genre to be consumed on another screen. Here, the player takes on multiple forms, approaching a hybridised spectator identity where, as performer, observer, viewer, player and actor, he does not present a crystallised role and identity, but rather a fluid one. The research focuses on Twitch.tv, a platform designed to encourage long-term financial and emotional support from viewers through social aggregation practices. The aim of this contribution is to outline the new spectator identity generated and imposed by Twitch through the analysis of the platform's own recognition modes, expressed by the content creators operating on it and by the reference audiences. Twitch, identity, game video, ludospectator</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. From video to game video</title>
      <p>This paper investigates the new spectatorial
and ludic identity originated as a result of the
institutionalisation of videogame live streaming
practices and phenomena, which inhabits its
everexpanding culture and sub-cultures. In order to
profile and identify this new hybrid, fluid and
unstable identity, it is necessary to review the
relationship video game and the active user – the
player –, the passive user – the spectator – and the
new
media
ecosystem
conceived
and
disseminated by digital audiovisual platforms. In
this paper, the term 'platform' does not only refer
to the digital object as such, but also to the explicit
relationships
encompassed
between
different
elements: the users – as distinguished between
streamers (the creators) and viewers –, the design,
the dynamics related to their functioning, the
engagement</p>
      <p>mechanisms and the underlying
rhetorics [37, 26].</p>
      <p>Since the late 1990s, one of the mutations that
the video game has undergone is its alteration,</p>
      <p>2023 Copyright for this paper by its authors. Use permitted under Creative
evolution and synthesis into game video. Matteo
Bittanti and Enrico Gandolfi (2018) define game
video as “a range of audiovisual paratexts created
by means of video games, originating from an
alternative and subversive use of (software) text”
[5]. Mia Consalvo (2007) states that video game
culture encompasses “a wide range of discourses,
texts and practices that go beyond video games
themselves” [9]; referring to the literary work of
Gérard Genette (1997), she defines these new
media
objects as 'paratexts', including
both
institutional production materials – guides, tips
and tricks – and user-generated content – fanart,
reviews and audiovisual forms involving the
display of one’s skills [15].</p>
      <p>The game video is cause and effect of an
ecosystem
in
transition:
the
video
game
performative act is transformed into a spectacle, it
becomes a post-televisual genre to be consumed
on another screen – different in size, accessibility,
fruition. By this mean, it is possible to argue that
the spectatorial act encapsulated and granted by
game video has been inherited by much
longerstanding forms of spectatorship, as humans have
been watching other humans play since the dawn
of history – and more recently in this context
through eSports [43], chess tournaments or TV
game shows [44]. For example, the reproduction
of an eSport event inherits the representative
paradigms that characterised the first editions of
the 'World Game Championship', inaugurated in
1982 at the Twin Galaxies arcade in Ottumwa,
albeit with some differences [45]. Since it is no
longer a matter of challenges in virtual worlds
anchored to cabinets, the stage has a double
identity: there is a real stage where the players are
placed with their stations – consisting of
computers or consoles and their screens – and a
virtual stage, i.e. the video game within which the
challenge takes place, whose scenarios are
projected onto a larger screen.</p>
      <p>
        The growing popularity of the game video
phenomenon, precisely defined by Getomer,
Okimoto and Johnsmeyer (2013) as the act of
“watching others play” motivates the
investigation into the identity worn and assumed
by the user of live audiovisual forms [16]. The
presence and evolution of an entertainment
culture closely linked to the video game has led
Game Studies academics and theorists to the
definition of the so-called video game culture.
Jennifer Jenson and Suzanne deCastell (
        <xref ref-type="bibr" rid="ref31 ref60 ref69">2020</xref>
        )
state that “there is no such thing as a single video
game culture: those involved occupy very
different worlds even when they share the same
spaces and times” [20]. According to Maria
Törhönen et. al. (
        <xref ref-type="bibr" rid="ref31 ref60 ref69">2020</xref>
        ), the development of such
a culture has been driven by the emergence of new
technologies, the advent of digitisation, the
introduction of video game consoles into the
home environment, the development of the
internet infrastructure and the constant
convergence of computer technology, media
products and human interaction [39].
      </p>
      <p>
        The success of the video game as an
entertainment product has led to creative and
aesthetic drifts based on an alternative use of the
game text and the consequent proliferation of
game video content, leading to the development
and institutionalisation of game video culture – a
new cultural industry – which has coined distinct
social phenomena and digital aesthetics – and
meta-cultures originating from a rib of the video
game medium. According to Nicholas Thiel
Taylor (
        <xref ref-type="bibr" rid="ref30 ref8">2016</xref>
        ), “the passive audience associated
with conventional media is now giving way to
new, more agile forms of media consumption, as
exemplified by the figure of the interactive user of
live streaming platforms such as Twitch” [46].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Twitch: interactivity interpassivity and</title>
      <p>Twitch is a live streaming platform belonging
to the Amazon Inc. group that develops with a
focus on the 'live' transmission of video games,
played by users (streamers) at amateur,
professional and competitive (eSport) level. T. L.
Taylor (2018) describes the peculiarities of
Twitch, emphasising how, through monetisation
and social aggregation practices, Twitch gives rise
to a further sub-culture of video gaming and game
video, the game live streaming culture [37]. As
Daniel Reckenwald (2017) states, live streaming
is a “new media genre that combines the
transmission of activities with cross-modal visual
communication” [31] and fits within the
definition of 'digital plenitude', “a universe of
media products and practices (made up of
remixing, sharing and critiquing) so vast and
varied that it cannot be described as a coherent
whole” [6].</p>
      <p>In these digital spaces, the game video
constantly generates communities attached to
certain creators, and generalist audiences similar
to those of the television medium. It is therefore
crucial to emphasise and deepen the relationship
created between the new (plat)forms of
communication and other audiovisual media,
reflecting on the interactivity and interpassivity of
audiences. The term interpassivity was first
coined by the Austrian cultural critic Robert
Pfaller [29]: it defines an opposite concept to that
of interactivity, and implies 'a pleasure of
delegated consumption'. Interpassivity occurs
when the subject transfers his or her ability to
react passively to the other. Amongst the
examples defining interpassivity, the author
emphasises the recording of a live television
programme at the moment when the viewer has no
possibility of enjoying it – because in another
place: consumption of the live broadcast is
delegated to the recording tape, whereby the
viewer stores it, without ever being watched.</p>
      <p>
        To that effect, it is possible to identify the
television medium as the predecessor of Twitch,
who adopts the production languages and fruition
dynamics of the older medium. The site finds its
cultural foundations in what Lawrence Lessig
(
        <xref ref-type="bibr" rid="ref38">2009</xref>
        ) has called 'remix culture’ – i.e. a form of
production that involves the use of existing visual
documents (texts, images and videos) to create
something new [25]. This approach exploits
material originating in other media, whereby
reticular and 'liquid' modes of operation that
specifically characterise the identity of the web
are adopted in film, television, music and
literature. In this sense, Twitch’s core business is
represented by 'participatory cultures' – an
expression introduced by Henry Jenkins (
        <xref ref-type="bibr" rid="ref30 ref8">2016</xref>
        ) to
indicate and define the link between digital
technologies and user-created content, the power
relations that have emerged between media
industries and their consumers in relation to the
development of digital platforms since the new
millennium [19]. Within the ecosystem promoted
by sites like Twitch, Jenkins states that “fans and
other consumers are invited to actively participate
in the creation and circulation of new content”.
      </p>
      <p>Given the architecture, configuration and
functioning of live streaming technology, the aim
of this contribution is to identify, define and
profile the identity of the site’s consumer user. In
particular, the study of Twitch leads to the
identification of a new type of audience, the
'ludospectator'.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Post-spectatorship, and identity: a survey performance</title>
      <p>It is no longer possible to refer to the player as
a mere consumer of the video game medium; in a
more or less decisive form, he is at the same time
player and viewer of the game within a cultural,
social and economic circuit. Within the digital
ecosystem promoted by online audiovisual
sharing platforms, the concept of spectator
changes to that of 'viewer'. In a society where the
'user' is both 'used' as a profiled unit and a source
of data storage, the figure of the spectator is
replaced by that of the viewer.</p>
      <p>The existence of a spectator-player duality and
the consequent profiling of the 'ludospectator'
derives from the constantly increasing presence of
native ludic-audiovisual paratexts of platforms
such as Twitch and YouTube, which are able to
go beyond the videogame in terms of
accessibility, fruition and cost. Moreover, the
number of streamers on Twitch is steadily
increasing, as are the numbers of viewers, a result
of the social effects of the recent global pandemic,
which has affected both the production and the
enjoyment of live streaming content. In fact, as a
result of the need to spend more time at home, the
presence in front of screens and within the
network has grown significantly, generating a
greater demand for content to be enjoyed live.</p>
      <p>Age
Male (%)</p>
      <sec id="sec-3-1">
        <title>Female (%)</title>
      </sec>
      <sec id="sec-3-2">
        <title>Other (%)</title>
      </sec>
      <sec id="sec-3-3">
        <title>Weekly play hours</title>
      </sec>
      <sec id="sec-3-4">
        <title>Weekly watch hours (game video)</title>
      </sec>
      <sec id="sec-3-5">
        <title>Weekly watch hours (YouTube)</title>
      </sec>
      <sec id="sec-3-6">
        <title>Weekly watch hours (Twitch)</title>
      </sec>
      <sec id="sec-3-7">
        <title>Daily watch hours (Twitch) % of streamers % of spectators</title>
      </sec>
      <sec id="sec-3-8">
        <title>Hours spent</title>
        <p>watching since</p>
      </sec>
      <sec id="sec-3-9">
        <title>COVID (%)</title>
        <p>In order to identify the characteristics of the
'ludospectator', the starting point of the research
was a two-year data collection phase, carried out
on digital spaces where dialogue about the content
enjoyed on Twitch stagnates, and initiated
through questionnaires circulated months apart.
These made it possible to collect data about the
consumption identity of video games and video
gaming and about the demographics of the users.
Data were collected by means of quantitative
research tools – anonymous questionnaires –
within the same user group three times at one year
intervals each. The first data collection took place
in July 2020, the second in July 2021 and the third
in July 2022. The users who participated in the
research belong to Italian online communities
active on Twitch on a daily basis.</p>
        <p>The data collected demonstrate a progressive
interest in game live streaming culture, which has
inevitably grown as a result of the recent global
health crisis: this has conditioned the experience
and dynamics related to the practices of
representation and perception of the
‘ludospectator’. In this times, the activities of
individuals – both producers and viewers – have
become simultaneously 'localised' and
'decentralised': widespread spectacularization,
aesthetic capitalism and visual hypertrophy are
just some of the distinctive features of the
everyday digital environment, characterised by
increasing interactivity, intermediality and
immersiveness.</p>
        <p>Based on what I have observed so far, I was
able to sketch the spectator identity of the Twitch
user according to the four different identity
parameters defined by Bauman [47]: the
'ludospectator' has the connotations of 'Author',
'Player', 'Spectator' and 'Actor'. As an author, he is
able to elaborate, produce and distribute content
by proposing a new and unique point of view,
appropriating a language that crosses the video
game medium. The shoes of player and spectator
are perpetually worn by the 'ludospectator' and
allow him to oscillate from one role to the other,
alternating between expressions of activity,
interaction and reciprocity, passivity, observation
and distance, as coined by the video game and
game video. Finally, as an (inter)active entity
within platforms such as Twitch, the
'ludospectator' is also an actor capable of
generating forms of performance. Recalling the
definitions proposed by Newman regarding the
game video object, the presence of a performance
“to be captured, encoded and preserved” is thus
evident (Fig. 1).</p>
        <p>
          Trying to trace the profile of the
‘ludospectator', and therefore of the new spectator
identity promoted by the game live streaming
culture, through the analysis of Federico
Scarpelli's studies (
          <xref ref-type="bibr" rid="ref15">2021</xref>
          ) it is possible to state that
the relationship between spectator and player is in
fact constituted by a mobile and plural 'game' of
widespread social recognition processes [34].
Furthermore, the identity generated by the
combination of performance and recognition
processes is an element that catalyses the
previously mentioned forms and is defined as a
provisional, hybrid and ever-changing identity,
filtered through multiple elements. In other
words, the observation conducted so far has not
allowed me to give a single face to the identity of
the 'ludospectator', but to define it as a flux that
adapts, changes and alters according to the
contexts and manipulations to which it is
subjected. In particular, the identity of the
'ludospectator' attests to and corroborates
Vincenzo Romania’s claims [33], who describes
the concept of identity as follows: “intangible
substance, abstract, difficult to define, liquid, in
constant movement, nevertheless of fundamental
importance for individual and collective subjects.
With the strong emphasis that all sociological
theories have placed in recent years on
individualisation, subjectivation and the
selfdirection of individual behaviour, identity cannot
be considered something granitic, stable or worse
still, acquired or ascribed at birth”.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>The genesis of an unstable identity that defines
the user of the platform is due to the very essence
of Twitch, to all intents and purposes a mobile
target and complex system, dense with processes,
professionals and networks of relations in
constant change and adaptation. Studying its
production and fruition phenomena, hierarchies,
formal and informal relations, trades, routines,
habits and forms of innovation, audience ideas
and more or less explicit logics therefore requires
the adoption of an ethnographic method 'enriched'
with other elements, together with specific
cautions and attentions. Future studies on Twitch
that set themselves the goal of identifying and
examining its users’ behaviour must take into
account that classic participant observation, with
periods of viewing practices and professional
cultures, must make the effort to identify a field
with very blurred and redefining boundaries,
traversed by multiple flows of people and roles:
the researcher will have to 'immerse' himself or
herself often in the flow of digital content in
constant transmission, but only for very short
periods, forcing them to investigate the
relationships between professionals and
production and distribution processes in a
strategic way, maximising the opportunities for
contact and dialogue with insiders without
influencing their activities too much.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Limitations</title>
      <p>This study is the result of an exploratory
investigation that is still ongoing and is scheduled
to be completed in autumn 2023. Only then will it
be possible to trace the path of Twitch among
players and viewers, which was traced in the years
immediately following the pandemic event and
which, as demonstrated by the data, report an
increase in the enjoyment and production of
content within the game live streaming culture.
The dialogue between those involved moves from
place to place, from channel to channel, from chat
to chat, hampering a slavish investigation of
individual communities.</p>
      <p>As this study is focused on understanding the
consumption of game video content and its effects
on the creation of an identity, a survey was
considered a suitable method for data collection,
providing an effective way to collect personal
perceptions and views of reality, but with certain
limitations. The main limitation of an online
survey is that the self-reported responses cannot
be monitored in any way as the responses are
made in an unsupervised and possibly distracted
environment.</p>
      <p>The objective of this work is subject to future
variations, due to the nature of Twitch and the
dynamics that characterise the behaviour of its
creators and users. As already seen, Twitch shows
itself as a rapidly evolving context. Suffice it to
say that in the third quarter of 2022, the platform's
audience favoured categories other than gaming,
where the personality of the creator is placed as
the focus of the content; it is no coincidence that
the very design of the platform emphasises
'physical' interaction, rather than focusing only on
video games. Moreover, the very regulations of
Twitch.tv are rapidly updating and directly affect
the production of content and consequently its
enjoyment by the audience. Following this initial
analysis, the latter appears as multifaceted,
versatile and multifaceted, defined by multiple
interests generated in parallel with the emergence
of new trends, platforms and products.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>This contribution is to be understood as a
work-in-progress report, lying somewhere
between a theoretical essay and data-based
research. The objective is to identify a new
spectatorship model that emerged with the culture
of game live-streaming and that inherits the
spectator canons of television, cabinets arcades
and sports tournaments, bridging an existing gap
in the definition of the identity of the
contemporary spectator, with a strong focus on the
interactive experience, defined as the decisive key
to analysing the new spectator form assumed by
network users [46].</p>
      <p>The study design involved the formulation of
data collection tools aimed at the qualitative
analysis of the experience of individual users,
formulating an initial sequence of results,
discussed at the end of the contribution. At this
point in the work, only tangential use has been
made of the collected data, the intention being to
formulate a spectator theory based on these.</p>
      <p>The constant exploration of Twitch.tv,
together with a form of participatory observation,
will be essential to further circumscribe the
analysis, identifying and distinguishing static
and/or dynamic themes, processes and behaviours
in which the activities of the audience stagnate.
These will be useful in the drafting of further data
collection tools, keeping in mind that quantitative
data will provide an overview, while qualitative
data will add detail and give a 'human voice' to the
survey results. Finally, given the not yet fully
defined boundaries of Twitch.tv, the methodology
could be updated and restricted to specific
contexts.</p>
      <p>Ethnographic observation could also ensure a
more in-depth insight into these activities.
However, it should be noted that the intensity of
this behaviour combined with its private nature,
would make the use of these research methods
difficult and provide further limitation to the study
of this topic. Another limiting factor of this study
is the geographic targeting of the survey, as it
focuses on consumers in Italy</p>
    </sec>
    <sec id="sec-7">
      <title>7. References</title>
      <p>[1] M. Aime, Cultura, Bollati Boringhieri</p>
      <p>Edizioni, Torino, Italy, 2013.
[2] S.L. Anderson, Watching People Is Not a
Game: Interactive Online Corporeality,
Twitch.tv and Videogame Streams,</p>
    </sec>
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