Przegląd Kulturoznawczy

Digitally Globalized Landscapes. The Evolution of Dataveillance Practices: Digital Distribution and Streaming Platforms

Data publikacji: 19.09.2023

Numer 4 (38)

Przegląd Kulturoznawczy, 2018, s. 562 - 574



Mateusz Felczak Orcid


The study is an analysis of data gathering and data processing practices pertaining major PC digital distribution and streaming platforms, that is Valve’s Steam and Amazon’s Twitch.tv. Selected case studies from diff erent than Western perspectives on gaming culture and the use of technology were introduced to assess the globalized state of the industry. The study consists of three parts: first, it deals with the notion of digital spatiality. Second, it scrutinizes the persuasiveness of the multi-layer visual interfaces. Third, it moves into spaces beyond gameplay and addresses the double nature of modern dataveillance techniques which mediate between the visible and non-visible elements of the analyzed gaming service platforms. The methodological scaff olding of the work is based on digital surveillance studies and software studies approaches rooted in the visual aspect of the GUIs (graphical user interfaces).


Álvarez R., Duarte F., “Spatial Design and Placemaking: Learning from Video Games”, Space and Culture 2018, vol. 21, no. 3.

Anderson S.L., “Watching People Is Not a Game: Interactive Online Corporeality, Twitch.Tv and Videogame Streams”, Game Studies 2017, vol. 17, no. 1, http://gamestudies.org/1701/articles/anderson.

Berry D.M., Dieter M., eds., Postdigital Aesthetics: Art, Computation and Design, Basingstoke: Palgrave Macmillan, 2015.

Bonner M., “On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces of the Man-Nature Dichotomy”, in: Proceedings of DiGRA 2018, 2018, http://www.digra.org/wp-content/uploads/digital-library/DIGRA_2018_paper_18.pdf.

Chesher Ch., “Navigating Sociotechnical Spaces: Comparing Computer Games and Sat Navs as Digital Spatial Media”, Convergence: The International Journal of Research into New Media Technologies 2012, vol. 18, no. 3, pp. 315-30.

Colville W., “Activision Blizzard Falls 10 Percent after Reporting Decline in Monthly Active Users”, CNBC, 2018, https://www.cnbc.com/2018/11/08/activision-blizzard-shares-fall-10-percent-after-reporting-decline-in-monthly-active-users.html.

Cybulski A.D., “Enclosures at Play: Surveillance in the Code and Culture of Videogames”, Surveillance and Society 2014, vol. 12, no. 3, pp. 427-432.

Felczak M., “Narratives of Spectatorship: E-Sports in Poland”, in: New Perspectives in Game Studies: Proceedings of the Central and Eastern European Game Studies Conference Brno 2014, 2014, pp. 109-123, http://gamestudies.cz/wp-content/uploads/ceegs-online-final-1.pdf.

Flynn B., “Games as Inhabited Spaces”, Media International Australia Incorporating Culture and Policy 2004, vol. 110, no. 1, pp. 52-61.

Galloway A.R., The Interface Eff ect, Cambridge: Polity Press, 2012.

Gandolfi E., “Enjoying Death among Gamers, Viewers, and Users: A Network Visualization of Dark Souls 3’s Trends on Twitch.Tv and Steam Platforms”, Information Visualization 2017, vol. 17, no. 3, pp. 218-238, https://doi.org/10.1177/1473871617717075.

Harman G., Prince of Networks: Bruno Latour and Metaphysics, Melbourne: re.press, 2009.

Janik J., “(Re)Weave the Gameplay: Analysis of the Spatial Textures in Yandere Simulator”, 2017.

Johnson M.R., Woodcock J., “The Impacts of Live Streaming and Twitch.Tv on the Video Game Industry”, Media, Culture and Society 2018, pp. 10-28, https:// doi. org/0.1177/0163443718818363.

Karhulahti V.-M., “Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming”, in: Proceedings of 1st International Joint Conference of DiGRA and FDG, 2016, http://www.digra.org/wp-content/uploads/digital-library/paper_110.compressed.pdf.

Kerr A., Global Games: Production, Circulation and Policy in the Networked Era, New York: Routledge, 2017.

Kücklich J., “Precarious Playbour: Modders and the Digital Games Industry”, The Fibreculture Journal 2005, no. 5, http://five.fibreculturejournal.org/fcj-025-precarious-playbour-modders-and-the-digital-games-industry/.

Manovich L., The Language of New Media, Cambridge: MIT Press, 2001.

Manovich L., “The Poetics of Augmented Space”, Visual Communication 2006, vol. 5, no. 2, pp. 219-240.

Muriel D., Crawford G., “Video Games and Agency in Contemporary Society”, Games and Culture 2018, https://doi.org/10.1177/1555412017750448.

Murray J., Hamlet on the Holodeck: The Future of Narrative in Cyberspace, New York & London: The Free Press, 2016.

Nieborg D.B., Poell T., “The Platformization of Cultural Production: Theorizing the Contingent Cultural Commodity”, New Media and Society 2018, vol. 20, no. 11, pp. 4275-4292, https://doi.org/10.1177/1461444818769694.

O’Donnell C., “Getting Played: Gamification, Bullshit, and the Rise of Algorithmic Surveillance”, Surveillance and Society 2014, vol. 12, no. 3, pp. 349-359.

Paras A., “Gabe Newell Talks about New Modding Policy: ‘Our Goal Is to Make Modding Better’”, Wccftech 2015, https://wccftech.com/gabe-newell-talks-modding-policy-goal-modding/.

Pires K., Simon G., “YouTube Live and Twitch: A Tour of User-Generated Live Streaming Systems”, in: Proceedings of the 6th ACM Multimedia Systems Conference, New York: ACM, 2015, pp. 225-230.

Scully-Blaker R., “A Practiced Practice: Speedrunning through Space with de Certeau and Virilio”, Game Studies 2014, vol. 14, no. 1, http://gamestudies.org/1401/articles/scullyblaker.

Tanenbaum K., Tanenbaum J., “Commitment to Meaning: A Reframing of Agency in Games”, in: Digital Arts and Culture Conference, Irvine, 2009.

Taylor T.L., Watch Me Play: Twitch and the Rise of Game Live Streaming, Princeton, NJ: Princeton University Press, 2018.

Webb K., “Video Game Addiction Has Sparked a Culture War in China—and It’s Having Huge Repercussions for the World’s Biggest Video Game Maker”, Business Insider 2018, https://www.businessinsider.com/tencent-age-restrictions-identity-verification-china-video-games-2018-11?IR=T.

Wulf T., Schneider F.M., Beckert S., “Watching Players: An Exploration of Media Enjoyment on Twitch”, Games and Culture 2018, pp. 1-19, https://doi.org/10.1177/1555412018788161.


Informacje: Przegląd Kulturoznawczy, 2018, s. 562 - 574

Typ artykułu: Oryginalny artykuł naukowy



Digitally Globalized Landscapes. The Evolution of Dataveillance Practices: Digital Distribution and Streaming Platforms


Orcid https://orcid.org/0000-0001-8042-6965

Uniwersytet Humanistycznospołeczny SWPS w Warszawie, ul. Chodakowska 19/31, 03-815 Warszawa

Publikacja: 19.09.2023

Status artykułu: Otwarte __T_UNLOCK

Licencja: CC BY-NC-ND  ikona licencji

Udział procentowy autorów:

Mateusz Felczak ( Autor) - 100%

Korekty artykułu:


Języki publikacji:


Liczba wyświetleń: 1

Liczba pobrań: 0