Welcome to Francis Academic Press

Academic Journal of Humanities & Social Sciences, 2021, 4(8); doi: 10.25236/AJHSS.2021.040817.

Taking a critical sociological perspective, discuss the changes that social media is bringing to business

Author(s)

Danyang Li

Corresponding Author:
Danyang Li
Affiliation(s)

University of York, York, United Kingdom 

Abstract

Social media is increasingly used in society and has become an integral part of the population's lives. In particular, as a novel form of communication on the Internet, social media has dramatically changed the way people access information and communicate and transformed business models. It is also the emergence of social media that has driven a significant shift in e-sports and e-commerce. Therefore, this essay will take the live gaming platform Twitch as an example, analyse and study its characteristics and advantages, and analyse the changes brought about by social media to business from a sociological perspective.

Keywords

Social Media; Business Change; Twitch; E-commerce

Cite This Paper

Danyang Li. Taking a critical sociological perspective, discuss the changes that social media is bringing to business. Academic Journal of Humanities & Social Sciences (2021) Vol. 4, Issue 8: 101-108. https://doi.org/10.25236/AJHSS.2021.040817.

References

[1] Abarbanel, B. and Johnson, M. (2020). Gambling engagement mechanisms in Twitch live streaming. International Gambling Studies, 20(3), pp.393-413.

[2] Bankov, B.(2019). The Impact of Social Media on Video Game Communities and the Gaming Industry. House Science and Economics ,1, pp.198-208.

[3] Baudrillard, J.(2016). The Consumer Society: Myths And Structures (Revised Edition). London: Sage.

[4] Benson, V., Saridakis, G. and Tennakoon, H.(2015). Information disclosure of social media users. Information Technology & People, 28(3), pp.426-441.

[5] Choi, Y., Slaker, J. and Ahmad, N.(2019). Deep strike: playing gender in the world of Overwatch and the case of Geguri. Feminist Media Studies, 20(8), pp.1128-1143.

[6] Clement, J. (2020). Number of global social network users 2017-2025. [Online]. Statista. 24 November 2020. Available at https://www.statista.com/statistics/278414/number-of-worldwide-social-network-users/ [Accessed 2 January 2021].

[7] Dijck, J. (2013). The Culture of Connectivity: A Critical History of Social Media. Oxford: Oxford University Press.

[8] Foucault, M. (1997). Discipline and Punish: The Birth of the Prison. New York: Pantheon Books.

[9] Fuchs, C. (2015). Dallas Smythe and digital labor. New York: Routledge.

[10] Gerrard, Y.(2020). Social media content moderation: six opportunities for feminist intervention. Feminist Media Studies, 20(5), pp.748-751.

[11] Holmes, J. and Meyerhoff, M.(2003). The Handbook Of Language And Gender: Language And Desire. Malden, MA: Blackwell Publishing Ltd.

[12] Jenkins, H., Ito, M. and Boyd, D.(2018). Participatory Culture In A Networked Era: A Conversation on Youth, Learning, Commerce, and Politics. Cambridge: Polity Press.

[13] Johnson, M. (2018). Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on Twitch.tv. Information, Communication & Society, 22(4), pp.506-520.

[14] Johnson, M. and 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), pp.336-351.

[15] Johnson, M. and 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), pp.813-823

[16] Kalhour, M. and Ng, J.(2016). The dark side of social media game: the addiction of social gamers. Economia e Politica Industriale, 43(2), pp.219-230.

[17] LPL (2021). League of Legends Pro League. [Online]. Twitch . Available at https://www.Twitch/lpl [Accessed 14 January 2021].

[18] Marcuse, H. (1964). One Dimensional Man, Boston: Beacon Press.

[19] Matsui, A., Sapienza, A. and Ferrara, E. (2020) ‘Does Streaming Esports Affect Players’ Behavior and Performance?’, Games and Culture, 15(1), pp. 9–31. 

[20] Napoli, P. (2010). Revisiting ‘mass communication’ and the ‘work’ of the audience in the new media environment. Media, Culture & Society, 32(3), pp.505-516

[21] Panneton, C. (2019). Appropriating Play: Examining Twitch. tv as a Commercial Platform. Western Libraries,pp.1-86.

[22] Perez, M. (2020). Video games are being played at record levels as the coronavirus keeps people indoors. [Online]. Forbes. 16 March 2020. Available at https://www.forbes.com/sites/mattperez/2020/03/16/video-games-are-being-played-at-record-levels-as-the-coronavirus-keeps-people-indoors/?sh=46e86d4757ba [Accessed 3 January 2021].

[23] Rosell Llorens, M.(2017). eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, 11(4), pp.464-476.

[24] Ruberg, B.(2020). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New Media & Society, pp.1-19

[25] Ruberg, B., Cullen, A. and Brewster, K.(2019). Nothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), pp.466-481.

[26] Smythe, D.W.(1977). Communications: blindspot of western Marxism. CTheory, 1(3), pp.1-27.

[27] Sneakylol (2021). gamer live streaming. [Online]. Twitch . Available at https://www.Twitch/sneakylol) [Accessed 14 January 2021].

[28] Srnicek, N. (2017). Platform Capitalism. Cambridge: Polity Press.

[29] Wulf, T., Schneider, F. and Beckert, S.(2018). Watching Players: An Exploration of Media Enjoyment on Twitch. Games and Culture, 15(3), pp.328-346.

[30] Yu, C., Zhang, Z., Lin, C. and Wu, Y.(2020). Can data-driven precision marketing promote user ad clicks? Evidence from advertising in WeChat moments. Industrial Marketing Management, 90, pp.481-492.