Limited self-enterprise: liminality, normativity, and commodity of Chinese game streamers
This research delves into China's digital gaming landscape, focusing on live game streamers and their transformation into "limited self-enterprise" figures within the country's neoliberal context. The study utilizes in-depth interviews with 15 game streamers, illustrating the eff...
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Published in | Communication and critical/cultural studies Vol. 22; no. 1; pp. 102 - 118 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Abingdon
Routledge
02.01.2025
Taylor & Francis Ltd |
Subjects | |
Online Access | Get full text |
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Summary: | This research delves into China's digital gaming landscape, focusing on live game streamers and their transformation into "limited self-enterprise" figures within the country's neoliberal context. The study utilizes in-depth interviews with 15 game streamers, illustrating the effects of neoliberal economic policies on the livestreaming industry and the challenges faced by streamers. "Limited self-enterprise" is introduced as a modification of Foucault's discourse, contributing to subjectivity studies and neoliberalism's understanding. This study broadens the theoretical lens applied to game streamers' subjectivity, offering a more inclusive and diverse view. |
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Bibliography: | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 |
ISSN: | 1479-1420 1479-4233 |
DOI: | 10.1080/14791420.2024.2415650 |