Live Streaming As A Cultural Industry
Live Streaming As A Cultural Industry
Live Streaming As A Cultural Industry
0001
Citation:
Real Life in Real Time: Live Streaming Culture
Edited by: Johanna Brewer, Bo Ruberg, Amanda L. L. Cullen,
Christopher J. Persaud
DOI: 10.7551/mitpress/14526.001.0001
ISBN (electronic): 9780262374750
Publisher: The MIT Press
Published: 2023
William Partin
In fall 2019, the gaming live streamer Tyler “Ninja” Blevins appeared on
season two of FOX’s game show The Masked Singer, disguised as an over-
sized ice cream cone and singing Lil Nas X’s “Old Town Road.”1 The episode
was an unusual collision of online celebrity, borne of social media plat-
forms, and legacy media. Why, exactly, was a creator best associated with
streaming video games on Twitch and YouTube warbling on prime-time
television alongside celebrities like Wayne Brady and Johnny Weir? And
what can this episode teach us about the relationship between legacy media
and online cultural production?
Less than two decades a
fter Twitch’s first round of seed funding, live
streaming has become a commercially and culturally significant form of
online media production.2 Although a full literature review is beyond this
chapter’s scope, there’s little doubt that scholars interested in live stream-
ing have always been aware of its commercial dimensions. Early studies
of camming on uStream and Live stream (Senft 2008) or rebroadcasts of
sports on Justin.tv (Bruns 2009) recognized that live streaming was part of
a wave of novel forms of cultural production made possible by the inter-
net. Others linked live streaming to participatory culture, such as Henry
Jenkins’s (2006) well-known book that has come to refer to modes of ver-
nacular cultural production that could disrupt the hierarchies of legacy
media by “democratizing” creative work. More recent work has built on
these foundations by examining the a
ctual labor conditions of streamers
and the political economies they act within, as well as accounting for live
streaming’s explosive growth during the 2010s. These days, there can be
little doubt that live streaming is exemplary of a broader “platformization
of cultural production” (Nieborg and Poell 2018) in which digital platforms
like Twitch and YouTube have become key intermediaries for the produc-
tion, monetization, and circulation of cultural content.
Even so, live streaming’s status as an industry is a comparatively recent
phenomenon and underdiscussed. What is at stake when seeing live stream-
ing not just as a commercial activity, but as a cultural industry? Scholars
often reach for the metaphor of the toolbox, a ready-to-hand repository
of theories and methods waiting to be matched with research questions.
Although useful for thinking about a multiplicity of approaches, it obscures
an important fact: theories and methods do not simply provide ways of
looking at a predetermined object. Rather, they construct what that object is
in the first place. In this sense, seeing live streaming as a cultural industry
is not simply a matter of bringing new perspectives to familiar empirical
territory—it means being reflexive about how that territory and its problem
space are themselves transformed by the tools we have to study them, for
better and worse.
In what follows, I d
on’t offer new data about live streaming. Instead, I
want us to think about how the cultural industries approach constructs a
problem space that expands both the empirical and theoretical horizons of
current research into live streaming. In my view, it is also an opportunity
to think about the uneasy relationship between so-called legacy media and
companies like Twitch. What is actually new and distinctive about t hese new
stewards of culture, and what is simply familiar dynamics in a new context?
Applying the cultural industries approach helps us see that live streaming
is, perhaps, not quite as disruptive as its beneficiaries claim. That’s not to
say nothing is new, but instead it’s to situate live streaming in a historical
trajectory that sees the actually existing live streaming industry as neither
necessary nor impossible.
twentieth century. By and large, the more utopian predictions of the 2000s
have aged poorly. Although sites like YouTube are framed as digital public
spheres, antidemocratic content has flourished on these platforms not in
spite of but (in part) because of the contrast to legacy media (Lewis 2020).
Likewise, these platforms are hardly nonhierarchical. Not only do platforms
routinely shape what viewers see through content moderation and algo-
rithmic sorting, they also treat creators differentially based on their value to
platform o
wners (Caplan and Gillespie 2020). Moreover, despite promises
of decentralizing cultural production, their political economies of platforms
are arguably even more concentrated and centralized than those of legacy
media conglomerates.
Simultaneously, as my opening anecdote suggests, legacy media firms
have embraced at least some aspects of live streaming. Not only have elite
streaming celebrities like Blevins integrated with legacy media (e.g., by being
signed by Creative Artists Association, appearing on The Masked Singer, etc.),
many traditional celebrities have
adopted Twitch. For example, Jordan
Fisher, who achieved fame as a child actor, frequently streams on Twitch
and is currently represented by the gaming influencer agency Loaded. This
suggests that predictions about the destruction of the fourth estate, whether
celebratory or panicked, have been somewhat exaggerated. Instead, more
viable research questions should attend to where, how, and to what ends
platform-
based cultural production is becoming entangled with legacy
media formations, and to what effects.
and fans that, together, we know as live streaming. Some of these analytics
are, to be sure, more relevant than others—some, in fact, are very difficult to
map onto live streaming. Yet even t hose that sit uneasily point to the produc-
tive play of continuity and discontinuity between traditional and platform-
based cultural industries. Being attentive to where these analytics are useful
and where they struggle can help us think through the distinctiveness of
live streaming.
For purposes of space, I do not address t hese individually. Rather, I try to
group them around two key themes that I think are the most revealing: (1)
the dialectic of commerce and creativity (which is continuous when com-
pared to twentieth-century cultural industries) and (2) the riskiness of live
streaming (the relation to legacy media of which is somewhat more fraught).
(Re)distributing Risk
A defining feature of cultural industries is that they are financially risky,
which shapes most aspects of cultural production and distribution. Tradi-
tionally, “risk” in cultural industries refers to the financial risk assumed by
investors when funding the production of cultural goods. It is broadly under-
stood that the majority of cultural goods lose money due to the fickleness
of consumer tastes and the tendency of stars and genres to fall out of favor
and indeterminacy in the production process (a g
reat script, a
fter all, is not
guaranteed to become a great movie). As a consequence, cultural industries
have developed characteristic strategies for mitigating this risk. For one,
they focus on established formats and brands, which accounts for the high
number of sequels, reboots, and cinematic universes available to consumers
today, as well as television formats that can easily and cheaply be replicated
across regional markets. Moreover, they “overproduce.” Because most cul-
tural products w
ill lose money, firms in the cultural industries must invest
Conclusion
In this chapter, I have introduced the cultural industries approach and what I
believe it can offer to the study of live streaming. It is clear that live streaming
constitutes some kind of cultural industry, insofar as live streamers are sym-
bolic creators who produce social meaning. Thinking about the continuities
between other cultural industries and live streaming provides a number of
opportunities for new lines of research into live streaming, especially with
respect to how streamers navigate the tensions between creativity and com-
merce and the differential distribution of risk in creative production.
Even so, when thinking about many of the phenomena that make cul-
tural industries distinct from other sectors, such questions do not always
translate easily to live streaming. This creates opportunities to rethink or
add nuance to key assumptions in cultural industries research and how
those assumptions do and don’t change at a moment when digital plat-
forms are becoming an increasingly powerful force in cultural production.
At the same time, it is clear that as live streaming has developed from a
commercial activity into a complex industry with multiple stakeholders,
it has taken on many of the characteristics of legacy media industries that
many once hoped that it would defy.
Notes
2. In this chapter, my focus is on Twitch, due to its outsize economic and cultural
influence on the livestreaming market.
4. This observation can help us make sense of why the Condé Nast publication Teen
Vogue runs explainers on Karl Marx, or the Korean conglomerate CJ Entertainment
funded and distributed the anticapitalist film Parasite (2019). Rather than do m
ental
gymnastics to expose how these are secretly an instrument of the ruling class, we
can simply point out that cultural industries are—and have long been—full of these
kinds of contradictions.
5. At the same time, precarious work has been a norm in cultural industries for
many decades due to oversupply and the gigcentric nature of many forms of cultural
production.
References
Adorno, Theodor W., and Max Horkheimer. (1944) 1977. “The Culture Industry:
Enlightenment as Mass Deception.” In Mass Communication and Society, edited by
James Curran, Michael Gurevitch, and Janet Woollacott, 349–383. London: Edward
Arnold for the Open University Press.
Baym, N. K. 2018. Playing to the Crowd: Musicians, Audiences, and the Intimate Work of
Connection. New York: New York University Press.
Caplan, R., and T. Gillespie. 2020. “Tiered Governance and Demonetization: The
Shifting Terms of Labor and Compensation in the Platform Economy.” Social Media +
Society 6 (2).
Cunningham, S., and D. Craig. 2019. Social Media Entertainment: The New Intersection
of Hollywood and Silicon Valley. New York: New York University Press.
Duffy, B. E. 2018. (Not) Getting Paid to Do What You Love: Gender and Aspirational
Labor in the Social Media Economy. New Haven, CT: Yale University Press.
Gray, Kishonna. 2016. “‘They’re Just Too Urban’: Black Gamers Streaming on Twitch.”
In Digital Sociologies, edited by Jesse Daniels, Karen Gregory, and Tressie Cottom,
355–368. Bristol, UK: Policy Press.
Grossberg, L. 2010. Cultural Studies in the Future Tense. Durham, NC: Duke University
Press.
Jenkins, H. 2006. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York:
New York University Press.
Lewis, R. 2020. “ ‘This Is What the News Won’t Show You’: YouTube Creators and
the Reactionary Politics of Micro-Celebrity.” Television & New Media 21 (2): 201–217.
Miège, Bernard. 1989. The Capitalization of Cultural Production. New York: Interna-
tional General.
Nieborg, D. B., and T. Poell. 2018. “The Platformization of Cultural Production: Theo-
rizing the Contingent Cultural Commodity.” New Media & Society 20 (11): 4275–4292.
Parks, L., and N. Starosiellski, eds. 2015. Signal Traffic: Critical Studies of Media Infra-
structures. Champaign: University of Illinois Press.
Partin, W. C. 2020. “Bit by (Twitch) Bit: ‘Platform Capture’ and the Evolution of
Digital Platforms.” Social Media + Society, 6 (3).
Pasquale, F. 2016. “Two Narratives of Platform Capitalism.” Yale Law & Policy Review
35: 309.
Poell, T., D. B. Nieborg, and B. E. Duffy. 2021. Platforms and Cultural Production. John
Wiley & Sons.
Ruberg, B., A. L. Cullen, and K. Brewster. 2019. “Nothing but a “Titty Streamer”:
Legitimacy, Labor, and the Debate over W omen’s Breasts in Video Game Live
Streaming.” Critical Studies in Media Communication 36 (5): 466–481.
Senft, T. 2008. Camgirls: Celebrity and Community in the Age of Social Networks. New
York: Peter Lang.
Taylor, T. L. 2018. Watch Me Play: Twitch and the Rise of Game Livestreaming. Prince
ton, NJ: Princeton University Press.
van Doorn, N. 2017. “Platform Labor: On the Gendered and Racialized Exploitation
of Low-Income Service Work in the ‘On-Demand’ Economy.” Information, Communi-
cation & Society 20 (6): 898–914.
Weil, D. 2014. The Fissured Workplace: Why Work Became So Bad for So Many and
What Can Be Done to Improve It. Cambridge, MA: Harvard University Press.
Woodcock, J., and M. R. Johnson. 2019. “The Affective Labor and Performance of
Live Streaming on Twitch.tv.” Television & New Media 20 (8): 813–823.
The MIT Press would like to thank the anonymous peer reviewers who provided
comments on drafts of this book. The generous work of academic experts is essential
for establishing the authority and quality of our publications. We acknowledge with
gratitude the contributions of these otherwise uncredited readers.
This book was set in Stone Serif and Stone Sans by Westchester Publishing Services.