Navigating Ambiguous Negativity: A Case Study of Twitch.tv Live Chats
Issue Date
2019-12-31Author
Mihailova, Teodora Mihailova
Publisher
University of Kansas
Format
143 pages
Type
Thesis
Degree Level
M.A.
Discipline
Communication Studies
Rights
Copyright held by the author.
Metadata
Show full item recordAbstract
The popular gaming-oriented platform Twitch.tv, which offers video game fans an online space to interact by sharing and viewing gameplay and participating in live chats, is faced with the problem of online negativity alongside all of gaming culture. The content of live chat interaction has been explored on a larger scale, using rules from computer-mediated communication to classify behaviors such as spam and capital letters as negative. The current study used a nuanced qualitative look at particular user communities and the intersection between their descriptive and injunctive community norms and the use of ambiguous negativity, or interactions whose valence is not unanimously understood because communities have their own sets of meanings and rules that can be misunderstood by outsiders. Based on a study of systematic recordings of chats and streams of the Dark Souls game series, ambiguous negativity is prevalent and includes behaviors like cursing, game jargon, banter, spam and sarcasm. True negativity and hostility are rare, but they exist and manifest as usage of exclusionary language and banter gone too far. Despite its infrequency, clear negativity can shape the way people experience these communities. The role community members are to assume in responding or not responding to negativity is often not clearly defined by community norms.
Collections
- Communication Studies Dissertations and Theses [275]
- Theses [3901]
Items in KU ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
We want to hear from you! Please share your stories about how Open Access to this item benefits YOU.