Hybrid event with Christine H. Tran on "Homewrecker Platforms: Games, Gender & the Media Housework of Live Streaming."
Hybrid Event with in-person and zoom webinar options:
Christine H. Tran on "Homewrecker Platforms: Games, Gender & the Media Housework of Live Streaming."
Do gamers build houses worth living and playing inside? Replaying Tran's ethnographic work with gendered and BIPOC professional game streamers on Twitch.tv, this talk offers an overview of the 鈥渉ome studio鈥 as a multi-sided site of gendered and racialized struggle for cultural worker autonomy in the platformization of cultural production鈥攁 struggle that is both local and transnational in scale. (for full event description see below)
Christine H. Tran (they/she) is a multimedia artist, digital consultant, and PhD Candidate at the University of Toronto's Faculty of Information Their SSHRC-funded dissertation explores the interplay of gender, race, and domestic labour in the careers of women and racialized live streamers. Christine has been appointed to Graduate Fellowships at the Centre for Culture & Technology (2022-23) and Massey College (2019--) and was a Research Assistant on the SSHRC-funded project Cultural Workers Organize. has been published in peer reviewed journals such as Television & New Media, Communication, Culture & Critique and New Media & Society.
This event is part of the , organized by Dr. Alex Ketchum.
Our series was made possible thanks to our sponsors: SSHRC, the Institute for Gender, Sexuality, and Feminist Studies (IGSF), the DIGS Lab, Milieux, Initiative for Indigenous Futures, MILA, Dean of Arts Grant, ReQEF, and more (see our website!)
There is no fee required to attend this event. We will provide professional captions in english.
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Full event description:
"Do gamers build houses worth living and playing inside? Replaying my ethnographic work with gendered and BIPOC professional game streamers on Twitch.tv, this talk offers an overview of the 鈥渉ome studio鈥 as a multi-sided site of gendered and racialized struggle for cultural worker autonomy in the platformization of cultural production鈥攁 struggle that is both local and transnational in scale.
From greenscreens in the bedroom to webcams in the bathtub, domestic surfaces underlie the professional broadcast of personality on Twitch.tv, Amazon鈥檚 $15 billion platform for live video entertainment. Yet for the BIPOC and gendered professional game streamers, household visibility is fraught. Toxic gamer cultures alter the experience of 鈥渂eing seen鈥 on Twitch into precursors for harassment, stalking, doxing and chatbox raids that layer additional emotional labour in professional play. Amidst a swell of ethnographic interest in the livestreamed enculturation of games (Johnson and Woodcock, 2019; Taylor 2018), it has become urgent to understand the domesticating legacies of race and gender which everyday livestreaming has come to inherit from gaming cultures. And as the infamous practice of 鈥淶oom bombing鈥 demonstrated (Jacob and Tran, 2023; Tran, 2021), it has also become urgent to understand how patterns of harassment and stalking in game streaming cultures have spread to nongaming video spaces (Gray 2014; Ruberg and Cullen, 2020) and overlapping household economies.
To address the interlocking legacies of digital and domestic work, I offer re-evaluations and redefinitions of 鈥渕edia housework鈥 as a genre of symbolic creation and lens through which to re-understand the ascent of live video cultures, in and beyond games. As the infamous blog confessions of 鈥淓A Spouse鈥 and 鈥淩ockstar Spouse鈥 AAA studio 鈥渃runch鈥 have revealed, the precarious glamour of careers in games have been historically sustained by networks of feminised work and social reproduction--work that sustains at the home and sites beyond the AAA studios. Spouses have played a vital role as public narrators of experience and exploitation across the games industry (Bulut, 2020; Dyer Witheford and de Peuter, 2006; Pettica-Haris et al., 2015). Well before the ascent of Twitch, the domestic and home studio space that been proved vital in the widespread of computational gaming cultures (Harvey, 2015; Nooney, 2012). Within these histories, the game industry鈥檚 reliance on unpaid familial work done at home speaks to upon recent studies of domestication鈥檚 prevalence to the immaterial labour of content production as a form of 鈥渄igital housekeeping鈥 (Li 2022; Kennedy et al., 2015).
Decades after American scholar Louise Kapp Howe (1977) coined 鈥減ink collar鈥 to describe the traditional assignment of cleaning, cooking, and care as women鈥檚 work, legacies of 鈥済endered work鈥 still contort our valuations of labour. Terms like 鈥渋nvisible labour鈥 have become salient bywords for the historically unpaid, devalued status of labour categorized as 鈥渨omen鈥檚 work鈥 in the digital age (Jarrett 2015; Terranova 2000), which has troubling effects on populations most historically excluded from professional leisure. Concerns from the 2010s that social media would constitute the 鈥減ink ghetto of tech鈥 (Levinson, 2015) illustrate the vulnerability of platform self-promotion to these regimes of casualization through coding certain work as feminine (Duffy and Schwartz, 2018). Here, the ascent Twitch.tv and its intermediation of content creator networks offer a vibrant case study on why histories of social reproduction and feminist game studies are integral to deepening our understanding of platform work, in and beyond the home. "