Profitable Addictainment: The Intersection of Entertainment, Hate Speech, and Radicalization on Kick.com
Main Article Content
Abstract
The research investigates the case of Kick, a new online livestreaming platform owned by the recent rapidly growing crypto-gambling company Stake. The project demonstrates how livestreaming platforms are capitalizing on the role of entertainment, and the rise of hyper visible gambling content online. Investigating how hate speech and hegemonic ideologies get constructed, consumed, and circulated in an online live-streaming platform by creators and users through the consumable object of entertainment. Highlighting the controversial and deeply neoliberal profit-driven practices of digital labor by creators and audiences. Entertainment always occupies a dominating ideological place within media structures (Postman, 1985; Frith, 1999; Sun, 2002; Han, 2019), and here the role of entertainment is investigated to show how entertainment deprives a ‘regular’ form of consumption. Analyzing how intersections of entertainment, hate speech, and gambling converge into the roofied cocktail of uniquely damaging content—one which becomes salient in the profit-making cycle of the platformed entertainment in the digital culture and economy.
Through utilizing the walkthrough method of analysing 10 highest viewed livestreams over a period of 3 months. The walkthrough method (Light et al., 2018), which involves documentation of the affordances of the app—with the goal to slow down the hyperactive nature of digital apps to digestible analyses of the forms of habitual consumptions and ideal users.
I argue that Kick’s unique milieu exerts an alienating and addictive effect on its users through the mix of hateful radicalized discourse and hyper visible hardcore gambling content, constituting a specific form of entertainment.
Article Details
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
References
References
Adorno, T. W. (1997). Aesthetic theory (G. Adorno & R. Tiedeman, Eds.). University of Minnesota Press.
Adorno, T. W., & Bernstein, J. M. (1991). Selected essays on mass culture. Routledge.
Ask, K., Spilker, H. S., & Hansen, M. (2019). The politics of user-platform relationships: Co-scripting live-streaming on Twitch.tv. First Monday. https://doi.org/10.5210/fm.v24i7.9648
Bilewicz, M., & Soral, W. (2020). Hate speech epidemic. the dynamic effects of derogatory language on intergroup relations and Political Radicalization. Political Psychology, 41(S1), 3–33. https://doi.org/10.1111/pops.12670
Bowman, N., Johnson, M. R., Woodcock, J., Partin, W., & Jackson, N. (2020). Sociality and monetization on live streaming platforms. AoIR Selected Papers of Internet Research. https://doi.org/10.5210/spir.v2020i0.11148
Bründl, Simon and Hess, Thomas, "Why do users broadcast? Examining individual motives and social capital on social live streaming platforms" (2016). PACIS 2016 Proceedings. 332. http://aisel.aisnet.org/pacis2016/332
Brown, A. (2018). What is so special about online (as compared to offline) hate speech? Ethnicities, 18(3), 297–326. https://www.jstor.org/stable/26497929
Browning, K. (2023, June 16). Twitch Star Xqc signs $100 million deal with kick, a rival platform. The New York Times. https://www.nytimes.com/2023/06/16/business/twitch-kick-xqc.html
Certeau, M. de. (1984). The Practice of Everyday Life. University of California Press.
Cohen-Almagor, R. (2014). Countering Hate on the Internet. Jahrbuch Für Recht Und Ethik / Annual Review of Law and Ethics, 22, 431–443. http://www.jstor.org/stable/43593801
Creswell, J. W. (2017). Research design. qualitative, quantitative, and mixed methods approaches. SAGE Publications.
Dean, B. (2023, August 23). Twitch usage and growth statistics: How many people use twitch in 2023?. Backlinko. https://backlinko.com/twitch-users#global-internet-engagement
Döring, N., Mohseni, M. R. (2018). Male Dominance and Sexism On Youtube: Results Of Three Content Analyses. Feminist Media Studies, 4(19), 512-524. https://doi.org/10.1080/14680777.2018.1467945
Döring, N., & Mohseni, M. R. (2020). Gendered hate speech in YouTube and Younow comments: Results of two content analyses. Studies in Communication and Media, 9(1), 62–88. https://doi.org/10.5771/2192-4007-2020-1-62
Frith, S. (1999). Performing rites: On the value of popular music. Harvard Univ. Press.
Fuchs, C. (2011). Internet and society: Social theory in the information age. Routledge.
Fuchs, C. (2016). Marx's Capital In the information age. Capital & Class, 41(1), 51–67. https://doi.org/10.1177/0309816816678573
Gillespie, T. (2019). Custodians of the Internet. https://doi.org/10.12987/9780300235029
Grayson, N. (2022, July 15). By signing stars, YouTube aims to replicate Twitch’s Secret Weapon: Culture. The Washington Post. https://www.washingtonpost.com/video-games/2022/07/15/twitch-youtube-myth-lilypichu-ludwig/
Graham, M., Lehdonvirta, V., Wood, A., Barnard, H., Hjorth, I., & Peter Simon, D. (2017). The Risks and Rewards of Online Gig Work At the Global Margins. In Oxford Internet Institute. Oxford Internet Institute.
Hall, S. (1973). Encoding and decoding in the television discourse. CCCS Selected Working Papers, 1–19. https://doi.org/10.4324/9780203357071-35
Hall, S. (1981). 11. Notes on Deconstructing “the Popular.” In Essential Essays (Vol. 1, pp. 227–240). essay, Duke University Press.
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. https://doi.org/10.1145/2556288.2557048
Han, B.-C. (2019). Good entertainment - a deconstruction of the western passion narrative. The Mit Press.
Harvey, D. (2007). A brief history of neoliberalism. MTM.
Harvey, D. (2018). Universal alienation. Journal for Cultural Research, 22(2), 137–150. https://doi.org/10.1080/14797585.2018.1461350
Hess, T. (2014). What is a media company? A reconceptualization for the online world. International Journal on Media Management, 16(1), 3–8. https://doi.org/10.1080/14241277.2014.906993
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. https://doi.org/10.1016/j.chb.2018.02.013
Jin, D. Y. (2013). The Construction of Platform Imperialism in the Globalization Era. TripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society, 11(1), 145–172. https://doi.org/10.31269/triplec.v11i1.458
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. https://doi.org/10.1080/1369118x.2017.1386229
Johnson, M. R., & Woodcock, J. (2019). “and today’s top donator is”: How live streamers on twitch.tv monetize and gamify their broadcasts. Social Media + Society, 5(4), 1–11. https://doi.org/10.1177/2056305119881694
Jones, Q., Ravid, G., & Rafaeli, S. (2004). Information overload and the message dynamics of online interaction spaces: A theoretical model and empirical exploration. Information Systems Research, 15(2), 194–210. https://doi.org/10.1287/isre.1040.0023
Klee, M. (2023, April 2). This streaming superstar met Andrew Tate -- and started platforming white supremacists. Rolling Stone. https://www.rollingstone.com/culture/culture-features/adin-ross-andrew-tate-white-supremacists-1234705845/
Lampe, C., Wash, R., Velasquez, A., & Ozkaya, E. (2010). Motivations to participate in online communities. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1927–1936. https://doi.org/10.1145/1753326.1753616
Light, B., Burgess, J., & Duguay, S. (2018). The walkthrough method: An approach to the study of apps. New Media & Society, 20(3), 881-900. https://doi.org/10.1177/1461444816675438
Littler, J. (2018). Against meritocracy: Culture, power and myths of mobility. Routledge.
Marx, Karl. 1867. Capital. Volume I. London: Penguin.
Matikainen, J. T. (2015). Motivations for content generation in social media. Participations: Journal of Audience and Reception Studies, 12(1), 41-58. http://www.participations.org/Volume%2012/Issue%201/4.pdf
Mondal, M., Silva, L. A., & Benevenuto, F. (2017). A measurement study of hate speech in Social Media. Proceedings of the 28th ACM Conference on Hypertext and Social Media, 85–94. https://doi.org/10.1145/3078714.3078723
Molyneaux, Heather & O’Donnell, Susan & Gibson, Kerri & Singer, Janice. (2008). Exploring the gender divide on YouTube: An analysis of the creation and reception of vlogs. American Communication Journal. 10.
Mosco, V. (2009). The Political Economy of Communication. SAGE.
Mosco, V., & Wasko, J. (1988). The Political Economy of Information. The University of Wisconsin press.
Paasch-Colberg, S., Strippel, C., Trebbe, J., & Emmer, M. (2021). From insult to hate speech: Mapping offensive language in German user comments on immigration. Media and Communication, 9(1), 171–180. https://doi.org/10.17645/mac.v9i1.3399
Parrish, A. (2023, October 30). Gambling streams are “part of the contract” for Kick’s newest streamer. The Verge. https://www.theverge.com/2023/10/30/23938853/kick-nickmercs-gambling-contract-stake
Paolillo, J. C., Ghule, S., & Harper, B. (2019). A network view of social media platform history: social structure, dynamics and content on youtube. Proceedings of the Annual Hawaii International Conference on System Sciences. https://doi.org/10.24251/hicss.2019.317
Postman, N. (1986). Amusing ourselves to death. Penguin.
Quan-Haase, A. (2013). Technology and Society: Social Networks, power, and inequality. Oxford
University Press.
Reagle, J. M. (2016). Reading the comments: Likers, haters, and manipulators at the bottom of the web. The MIT Press.
Reid, E. (1991). Electropolis: Communication and Community On Internet Relay Chat. http://www.aluluei.com/electropolis.html
Reid, E. (1993). Electronic chat: Social issues on internet relay chat. Media Information Australia, 67(1), 62–70. https://doi.org/10.1177/1329878x9306700108
Rieger, D., Kümpel, A. S., Wich, M., Kiening, T., & Groh, G. (2021). Assessing the Extent and Types of Hate Speech in Fringe Communities: A Case Study of Alt-Right Communities on 8chan, 4chan, and Reddit. Social Media + Society, 7(4). https://doi.org/10.1177/20563051211052906
Ruiz-Bravo, N., Selander, L., & Roshan, M. (2022). The political turn of twitch – understanding live chat as an emergent political space. Proceedings of the Annual Hawaii International Conference on System Sciences. https://doi.org/10.24251/hicss.2022.389
Schmid, U. K., Kümpel, A. S., & Rieger, D. (2022). How social media users perceive different forms of online hate speech: A qualitative multi-method study. New Media & Society, 146144482210911. https://doi.org/10.1177/14614448221091185
Schröter, J. (2016). The Internet and “Frictionless Capitalism.” Marx in the Age of Digital Capitalism, 133–150. https://doi.org/10.1163/9789004291393_006
Snelson, C. (2011). YouTube across the disciplines: A review of the literature. MERLOT Journal of Online learning and teaching.
Smythe, D. W. (1995). Dependency Road Communications, capitalism, Consciousness, and Canada. Ablex Publ. Corp.
Srnicek, N. (2020). Platform capitalism. Polity.
Stake. (2023). Journey from a Player to a Partner. https://stake.us/drake
Sun, M., & Zhu, F. (2013). Ad Revenue and Content Commercialization: Evidence from Blogs. Management Science, 59(10), 2314–2331. http://www.jstor.org/stable/42919474
Sun, W. N. (2002) Leaving China: Media, Migration, and Transnational Imagination, Lanham, Boulder, New York, and Oxford: Rowman & Littlefeild.
Twitch. [@Twitch]. (2022, September 20). An update on gambling on Twitch. View: https://x.com/Twitch/status/1572347129192132611?s=20 [Image attached] [Tweet]. X.
van Dijk, T. A. (1993). Principles of critical discourse analysis. Discourse & Society, 4(2), 249–283. http://www.jstor.org/stable/42888777
van Dijk, T. A. (1995). Communicating racism: Ethnic prejudice in thought and talk. Sage.
van Dijk, T.A. (1997). Discourse as Social Interaction (Vol. 2). Sage.
Wang, M., & Li, D. (2020). What motivates audience comments on live-streaming platforms? PLOS ONE, 15(4). https://doi.org/10.1371/journal.pone.0231255
Wellman, B., & Gulia, M. (1999). Net-surfers don’t ride alone: Virtual communities as communities. Networks in the Global Village, 331–366. https://doi.org/10.4324/9780429498718-11
Wiederhold, B. K. (2014). Cyberbullying and lgbtq youth: a deadly combination. Cyberpsychology, Behavior, and Social Networking, 17(9), 569-570. https://doi.org/10.1089/cyber.2014.1521
Wojcieszak, M. (2010). ‘Don’t talk to me’: Effects of ideologically homogeneous online groups and politically dissimilar offline ties on extremism. New Media & Society, 12(4), 637–655. https://doi.org/10.1177/1461444809342775
Woodcock, J., & Johnson, M. R. (2019). The affective labor and performance of live streaming on Twitch.tv. Television & New Media, 20(8), 813–823. https://doi.org/10.1177/1527476419851077
Wotanis, L., & McMillan, L. (2014). Performing gender on YouTube. Feminist Media Studies, 14(6), 912–928. https://doi.org/10.1080/14680777.2014.882373
Yin, R. K. (2018). Case Study Research Design and methods. MTM.
Zhang, C., & Liu, J. (2015). On crowdsourced interactive live streaming. Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video. https://doi.org/10.1145/2736084.2736091