Kariyer Yönelimlerine Yenilikçi Yaklaşımlar: Twitch Kreatörlüğü
Yıl 2023,
Cilt: 4 Sayı: Current Issues in Management Research, 96 - 127, 25.10.2023
Umut Denizli
,
Kübra Şimşek Demirbağ
Öz
İletişim medyasının büyümesi ve ucuzlaması, dijital içerik üreticilerin her zamankinden daha fazla küresel üne sahip olmasını sağlamıştır. COVID-19 pandemisinin başlangıcından bu yana dünya çapında yaşanan ekonomik daralmanın neden olduğu işten çıkarmalar, işsizlik ve iş güvencesizliği de bireyleri alternatif kariyer yolları aramaya itmiş ve canlı yayın platformlarında dijital içerik üretimini daha da cazip hale getirmiştir. Biz de bu çalışmada, çevrim içi dijital içerik üreticileri olan kreatörlere (yayıncılara) odaklanıyoruz ve dünyanın en popüler ve başarılı çevrim içi canlı yayın platformları arasında bulunan Twitch’i tam zamanlı bir gelir kaynağı haline dönüştürmüş olan ve önde gelen üç Türk kreatörün bireysel markalaşma stratejilerini, duygusal emek performanslarını ve birer girişimci olarak inovatif katkılarını ortaya koyuyoruz. Twitch kreatörlüğünü, kariyer yönelimlerine yeni bir yaklaşım olarak sunduğumuz bu makalede, kreatörlerin kanallarının tematik doküman analizine, kendi içlerinde ve karşılaştırmalı durum analizlerine yer veriyoruz. Çalışma, kariyerlerini bu yönde geliştiren yayıncıların profesyonel bir çalışma hayatına ve azımsanmayacak miktarda gelire sahip olduklarını göstermiştir. Bu durum, yeni kariyer yolu arayışındaki bireyler için oldukça cezbedici görünmektedir.
Etik Beyan
Çalışmada kullanılan veriler sosyal medyada paylaşılıp alenileştirilmiş olduğundan etik kurul raporu alınmasına gerek bulunmamaktadır.
Kaynakça
- Baruca, A., & Ulusoy, E. (2018). The revenge of the nerds: Uncovering practices of e-sports and fantasy sports: An abstract. In N. Krey, & P. Rossi (Eds.), Back to the future: Using marketing basics to provide customer value, proceedings of the 2017 Academy of Marketing Science (AMS) annual conference (pp. 655-656). Springer.
- Baxter, P., & Jack, S. (2008). Qualitative case study methodology: Study design and implementation for novice researchers. The Qualitative Report, 13(4), 544-559.
- Bingham, C. (2017). An ethnography of Twitch streamers: Negotiating professionalism in new media content creation [Unpublished Dissertation]. University of Oklahoma.
- Boyce, S. W., Morris, J., & Tracy, M. P. (2021). Covid-19 and the changes in daily streaming behavior of consumers in the United States. International Journal of Business Analytics, 8(3), 26-39.
- Bründl, S., Matt, C., Hess, T., & Engert, S. (2023) How synchronous participation affects the willingness to subscribe to social live streaming services: The role of co-interactive behavior on Twitch. European Journal of Information Systems, 32(5), 800-817.
- Chen, D. F., Kjellberg, T., & von Euler, A. (2010). Software tools for the digital factory - An evaluation and discussion. Proceedings of the 6th Cirp-Sponsored International Conference on Digital Enterprise Technology, 66, 803-812.
- Church, E. M. (2022). The one to watch: Heuristic determinants of viewership among influential Twitch streamers. Electronic Commerce Research, 1-26. https://doi.org/10.1007/s10660-022-09589-x
- Crayne, M. P. (2020). The traumatic impact of job loss and job search in the aftermath of COVID-19. Psychological Trauma: Theory, Research, Practice, and Policy, 12(S1), S180-S182.
- Creswell, W. J. (2009). Research Design: Qualitative, quantitative, and mixed methods approaches. Sage Publications.
- Drucker, F. D. (2001). The essential Drucker: The best of sixty years of Peter Drucker's essential writings on management. Harper Collins.
- Eryılmaz, A., & Mutlu, T. (2017). Yaşam boyu gelişim yaklaşımı perspektifinden kariyer gelişimi ve ruh sağlığı. Psikiyatride Güncel Yaklaşımlar, 9(2), 227-249.
- Faas, T., Dombrowski, L., Young, A., & Miller, A. D. (2018). Watch me code: Programming mentorship communities on Twitch. tv. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.
- Fuchs, C., & Sevignani, S. (2013). What is digital labour? What is digital work? What’s their difference? And why do these questions matter for understanding social media?. tripleC: Communication, Capitalism & Critique, 11(2), 237-293.
- Glebova, E., & López-Carril, S. (2023). ‘Zero gravity’: Impact of COVID-19 pandemic on the professional intentions and career pathway vision of sport management students. Education Sciences, 13(8), 807.
- Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1315-1324.
- Harris, B. C. (2022). Twitch streamers and the platformization of cultural production: Understanding complementary labor in the creative economy [Unpublished Dissertation]. University of Oregon.
- Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.
- Hu, M., Zhang, M., & Wang, Y. (2017). Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Computers in Human Behavior, 75, 594-606.
- Jamal, M. T., Anwar, I., Khan, N. A., & Saleem, I. (2021). Work during COVID-19: Assessing the influence of job demands and resources on practical and psychological outcomes for employees. Asia-Pacific Journal of Business Administration, 13(3), 293-319.
- Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.
- Johnson, M. R., & Woodcock, J. (2017). ‘It’s like the gold rush’: The lives and careers of professional video game streamers on Twitch. tv. Information, Communication & Society, 22(3), 336-351.
- Kim, J., Wohn, D. Y., & Cha, M. (2022). Understanding and identifying the use of emotes in toxic chat on Twitch. Online Social Networks and Media, 27, 100180.
- Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The rise of e-sports and potential for post-COVID continued growth. Sport in Society, 23(11), 1861-1871.
- Klein, K., Coscia, E., Franke, M., Balzert, S., Hribernik, K., Sutter, J., & Thoben, K. D. (2014). Potentials of future internet technologies for digital factories. Proceedings of The Ieee/Acs 11th International Conference on Computer Systems and Applications (AICCSA), 734-741.
- Kuhn, T. (1962). The structure of scientific revolutions. University of Chicago Press.
- Lawson, R. (2023). Trans* streamers on Twitch. tv: The intersections of gender and digital labor [Master Thesis]. Virginia Commonwealth University.
- Leith, A. P. (2021). Parasocial cues: The ubiquity of parasocial relationships on Twitch. Communication monographs, 88(1), 111-129.
- Leith, A. P., & Gheen, E. (2022). Twitch in the time of quarantine: The role of engagement in needs fulfilment. Psychology of Popular Media, 11(3), 275-280.
- Lux, M. (2022). Everybody is going to Twitch: Game streaming and its impact on research. In M. Karmasin, S. Dielh, & I. Koinig (Eds.), Media and change management: Creating a path for new content formats, business models, consumer roles, and business responsibility (pp. 467-478). Springer International Publishing.
- Meisner, C. (2023). Networked responses to networked harassment? Creators’ coordinated management of “hate raids” on Twitch. Social Media+ Society, 9(2). https://doi.org/10.1177/20563051231179696
- Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Sage Publications.
- Partin, W. C. (2020). Bit by (Twitch) bit: “platform capture” and the evolution of digital platforms. Social media+ society, 6(3). https://doi.org/10.1177/2056305120933981
- Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109.
- Piñeiro-Chousa, J., López-Cabarcos, M. Á., Pérez-Pico, A. M., & Caby, J. (2023). The influence of Twitch and sustainability on the stock returns of video game companies: Before and after COVID-19. Journal of Business Research, 157, 113620.
- Posel, D., Oyenubi, A., & Kollamparambil, U. (2021). Job loss and mental health during the COVID-19 lockdown: Evidence from South Africa. PloS One, 16(3), e0249352.
- Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.
- Rizma, S., & Adlia, M. (2020). Pengetahuan terkait usaha pencegahan coronavirus disease (COVID-19) di Indonesia. HIGEIA (Journal of Public Health Research and Development), 4(3),333-346.
- Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s experiences in e-sports: Gendered differences in peer and spectator feedback during competitive video game play. Journal of Sport and Social Issues, 42(4), 295-311.
- Sandelowski, M. (1986). The problem of rigor in qualitative research. Advances in Nursing Science, 8(3), 27-37.
- Şimşek Demirbağ, K. (2023). Long distance relationship with workplace: Remote work and workplace spirituality. In F. Özsungur, & F. Bekar (Eds.), Spirituality management in the workplace: New strategies and approaches (pp. 295-324). Emerald.
- Şimşek Demirbağ, K., & Demirbağ, O. (2022). Who said there is no place like home? Extending the link between quantitative job demands and life satisfaction: A moderated mediation model. Personnel Review, 51(8), 1922-1947.
- Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in human behavior, 75, 985-996.
- Streamcharts (2023). Infographics. https://streamscharts.com/tools/infographics (Erişim Tarihi: 08 Ocak 2023).
- Twitch. tv. (2023). Help Page. https://help.twitch.tv/s/ (Erişim Tarihi: 07 Ocak 2023).
- Twitchmetrics. (2023). Channels. https://www.twitchmetrics.net/channels/viewership?lang=tr (Erişim Tarihi: 04 Ocak 2023).
- Twitchtracker (2023). Channels Ranking. https://twitchtracker.com/channels/ranking/turkish (Erişim Tarihi: 10 Ocak 2023).
- Uva, D. (2018). Competing online: A nethnographic study on Twitch influencers [Master Thesis]. Escola de Administração de Empresas de São Paulo of Fundação Getulio Vargas.
- Wilson, J. M., Lee, J., Fitzgerald, H. N., Oosterhoff, B., Sevi, B., & Shook, N. J. (2020). Job insecurity and financial concern during the COVID-19 pandemic are associated with worse mental health. Journal of Occupational and Environmental Medicine, 62(9), 686-691.
- Wollborn, P., Dornekott, D., & Holder, U. (2023). Entrepreneurial efforts and opportunity costs: Evidence from Twitch streamers. International Entrepreneurship and Management Journal, 19, 1209-1238.
- Woodcock, J., & Johnson, M. R. (2019a). The affective labor and performance of live streaming on Twitch. tv. Television & New Media, 20(8), 813-823.
- Woodcock, J., & Johnson, M. R. (2019b). Live streamers on Twitch. tv as social media influencers: Chances and challenges for strategic communication. International Journal of Strategic Communication, 13(4), 321-335.
- Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and Culture, 15(3), 328-346.
- Yıldırım, A., & Şimşek, H. (2011). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin Yayıncılık.
- Yıldırım, M. Ö. (2020). Akışkan modernite ile dijital emek süreçlerini birlikte düşünmek. Galatasaray Üniversitesi İletişim Dergisi, (5), 30-52.
- Yin, K. R. (2003). Case study research design and methods. Sage Publications.
- Zhao, Q., Chen, C. D., Cheng, H. W., & Wang, J. L. (2018). Determinants of live streamers’ continuance broadcasting intentions on Twitch: A self-determination theory perspective. Telematics and Informatics, 35(2), 406-420.
Innovative Approaches on the Career Orientations: Twitch Creatorship
Yıl 2023,
Cilt: 4 Sayı: Current Issues in Management Research, 96 - 127, 25.10.2023
Umut Denizli
,
Kübra Şimşek Demirbağ
Öz
The growth and cheapening of communication media have given digital content producers more global prominence. The layoffs, unemployment, and job insecurity caused by the worldwide economic contraction since the beginning of the COVID-19 pandemic have also pushed individuals to seek alternative career paths and made digital content production on live broadcast platforms even more attractive. In this study, we focus on creators (streamers) who are online digital content producers and reveal the individual branding strategies, emotional labor performances, and innovative contributions of three leading Turkish creators who have turned Twitch, one of the most popular and successful online live broadcasting platforms in the world, into a full-time source of income. In this article, where we present Twitch streaming as a new approach to career orientations, we include a thematic document analysis of creators' channels’ internal and comparative case analyses. This study shows that those pursuing a career in this field can establish a stable professional work life and earn a substantial income. This situation is highly desirable for individuals who are exploring new career paths.
Kaynakça
- Baruca, A., & Ulusoy, E. (2018). The revenge of the nerds: Uncovering practices of e-sports and fantasy sports: An abstract. In N. Krey, & P. Rossi (Eds.), Back to the future: Using marketing basics to provide customer value, proceedings of the 2017 Academy of Marketing Science (AMS) annual conference (pp. 655-656). Springer.
- Baxter, P., & Jack, S. (2008). Qualitative case study methodology: Study design and implementation for novice researchers. The Qualitative Report, 13(4), 544-559.
- Bingham, C. (2017). An ethnography of Twitch streamers: Negotiating professionalism in new media content creation [Unpublished Dissertation]. University of Oklahoma.
- Boyce, S. W., Morris, J., & Tracy, M. P. (2021). Covid-19 and the changes in daily streaming behavior of consumers in the United States. International Journal of Business Analytics, 8(3), 26-39.
- Bründl, S., Matt, C., Hess, T., & Engert, S. (2023) How synchronous participation affects the willingness to subscribe to social live streaming services: The role of co-interactive behavior on Twitch. European Journal of Information Systems, 32(5), 800-817.
- Chen, D. F., Kjellberg, T., & von Euler, A. (2010). Software tools for the digital factory - An evaluation and discussion. Proceedings of the 6th Cirp-Sponsored International Conference on Digital Enterprise Technology, 66, 803-812.
- Church, E. M. (2022). The one to watch: Heuristic determinants of viewership among influential Twitch streamers. Electronic Commerce Research, 1-26. https://doi.org/10.1007/s10660-022-09589-x
- Crayne, M. P. (2020). The traumatic impact of job loss and job search in the aftermath of COVID-19. Psychological Trauma: Theory, Research, Practice, and Policy, 12(S1), S180-S182.
- Creswell, W. J. (2009). Research Design: Qualitative, quantitative, and mixed methods approaches. Sage Publications.
- Drucker, F. D. (2001). The essential Drucker: The best of sixty years of Peter Drucker's essential writings on management. Harper Collins.
- Eryılmaz, A., & Mutlu, T. (2017). Yaşam boyu gelişim yaklaşımı perspektifinden kariyer gelişimi ve ruh sağlığı. Psikiyatride Güncel Yaklaşımlar, 9(2), 227-249.
- Faas, T., Dombrowski, L., Young, A., & Miller, A. D. (2018). Watch me code: Programming mentorship communities on Twitch. tv. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.
- Fuchs, C., & Sevignani, S. (2013). What is digital labour? What is digital work? What’s their difference? And why do these questions matter for understanding social media?. tripleC: Communication, Capitalism & Critique, 11(2), 237-293.
- Glebova, E., & López-Carril, S. (2023). ‘Zero gravity’: Impact of COVID-19 pandemic on the professional intentions and career pathway vision of sport management students. Education Sciences, 13(8), 807.
- Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1315-1324.
- Harris, B. C. (2022). Twitch streamers and the platformization of cultural production: Understanding complementary labor in the creative economy [Unpublished Dissertation]. University of Oregon.
- Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.
- Hu, M., Zhang, M., & Wang, Y. (2017). Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Computers in Human Behavior, 75, 594-606.
- Jamal, M. T., Anwar, I., Khan, N. A., & Saleem, I. (2021). Work during COVID-19: Assessing the influence of job demands and resources on practical and psychological outcomes for employees. Asia-Pacific Journal of Business Administration, 13(3), 293-319.
- Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.
- Johnson, M. R., & Woodcock, J. (2017). ‘It’s like the gold rush’: The lives and careers of professional video game streamers on Twitch. tv. Information, Communication & Society, 22(3), 336-351.
- Kim, J., Wohn, D. Y., & Cha, M. (2022). Understanding and identifying the use of emotes in toxic chat on Twitch. Online Social Networks and Media, 27, 100180.
- Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The rise of e-sports and potential for post-COVID continued growth. Sport in Society, 23(11), 1861-1871.
- Klein, K., Coscia, E., Franke, M., Balzert, S., Hribernik, K., Sutter, J., & Thoben, K. D. (2014). Potentials of future internet technologies for digital factories. Proceedings of The Ieee/Acs 11th International Conference on Computer Systems and Applications (AICCSA), 734-741.
- Kuhn, T. (1962). The structure of scientific revolutions. University of Chicago Press.
- Lawson, R. (2023). Trans* streamers on Twitch. tv: The intersections of gender and digital labor [Master Thesis]. Virginia Commonwealth University.
- Leith, A. P. (2021). Parasocial cues: The ubiquity of parasocial relationships on Twitch. Communication monographs, 88(1), 111-129.
- Leith, A. P., & Gheen, E. (2022). Twitch in the time of quarantine: The role of engagement in needs fulfilment. Psychology of Popular Media, 11(3), 275-280.
- Lux, M. (2022). Everybody is going to Twitch: Game streaming and its impact on research. In M. Karmasin, S. Dielh, & I. Koinig (Eds.), Media and change management: Creating a path for new content formats, business models, consumer roles, and business responsibility (pp. 467-478). Springer International Publishing.
- Meisner, C. (2023). Networked responses to networked harassment? Creators’ coordinated management of “hate raids” on Twitch. Social Media+ Society, 9(2). https://doi.org/10.1177/20563051231179696
- Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Sage Publications.
- Partin, W. C. (2020). Bit by (Twitch) bit: “platform capture” and the evolution of digital platforms. Social media+ society, 6(3). https://doi.org/10.1177/2056305120933981
- Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109.
- Piñeiro-Chousa, J., López-Cabarcos, M. Á., Pérez-Pico, A. M., & Caby, J. (2023). The influence of Twitch and sustainability on the stock returns of video game companies: Before and after COVID-19. Journal of Business Research, 157, 113620.
- Posel, D., Oyenubi, A., & Kollamparambil, U. (2021). Job loss and mental health during the COVID-19 lockdown: Evidence from South Africa. PloS One, 16(3), e0249352.
- Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.
- Rizma, S., & Adlia, M. (2020). Pengetahuan terkait usaha pencegahan coronavirus disease (COVID-19) di Indonesia. HIGEIA (Journal of Public Health Research and Development), 4(3),333-346.
- Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s experiences in e-sports: Gendered differences in peer and spectator feedback during competitive video game play. Journal of Sport and Social Issues, 42(4), 295-311.
- Sandelowski, M. (1986). The problem of rigor in qualitative research. Advances in Nursing Science, 8(3), 27-37.
- Şimşek Demirbağ, K. (2023). Long distance relationship with workplace: Remote work and workplace spirituality. In F. Özsungur, & F. Bekar (Eds.), Spirituality management in the workplace: New strategies and approaches (pp. 295-324). Emerald.
- Şimşek Demirbağ, K., & Demirbağ, O. (2022). Who said there is no place like home? Extending the link between quantitative job demands and life satisfaction: A moderated mediation model. Personnel Review, 51(8), 1922-1947.
- Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in human behavior, 75, 985-996.
- Streamcharts (2023). Infographics. https://streamscharts.com/tools/infographics (Erişim Tarihi: 08 Ocak 2023).
- Twitch. tv. (2023). Help Page. https://help.twitch.tv/s/ (Erişim Tarihi: 07 Ocak 2023).
- Twitchmetrics. (2023). Channels. https://www.twitchmetrics.net/channels/viewership?lang=tr (Erişim Tarihi: 04 Ocak 2023).
- Twitchtracker (2023). Channels Ranking. https://twitchtracker.com/channels/ranking/turkish (Erişim Tarihi: 10 Ocak 2023).
- Uva, D. (2018). Competing online: A nethnographic study on Twitch influencers [Master Thesis]. Escola de Administração de Empresas de São Paulo of Fundação Getulio Vargas.
- Wilson, J. M., Lee, J., Fitzgerald, H. N., Oosterhoff, B., Sevi, B., & Shook, N. J. (2020). Job insecurity and financial concern during the COVID-19 pandemic are associated with worse mental health. Journal of Occupational and Environmental Medicine, 62(9), 686-691.
- Wollborn, P., Dornekott, D., & Holder, U. (2023). Entrepreneurial efforts and opportunity costs: Evidence from Twitch streamers. International Entrepreneurship and Management Journal, 19, 1209-1238.
- Woodcock, J., & Johnson, M. R. (2019a). The affective labor and performance of live streaming on Twitch. tv. Television & New Media, 20(8), 813-823.
- Woodcock, J., & Johnson, M. R. (2019b). Live streamers on Twitch. tv as social media influencers: Chances and challenges for strategic communication. International Journal of Strategic Communication, 13(4), 321-335.
- Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and Culture, 15(3), 328-346.
- Yıldırım, A., & Şimşek, H. (2011). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin Yayıncılık.
- Yıldırım, M. Ö. (2020). Akışkan modernite ile dijital emek süreçlerini birlikte düşünmek. Galatasaray Üniversitesi İletişim Dergisi, (5), 30-52.
- Yin, K. R. (2003). Case study research design and methods. Sage Publications.
- Zhao, Q., Chen, C. D., Cheng, H. W., & Wang, J. L. (2018). Determinants of live streamers’ continuance broadcasting intentions on Twitch: A self-determination theory perspective. Telematics and Informatics, 35(2), 406-420.