UCL Discovery
UCL home » Library Services » Electronic resources » UCL Discovery

Issues and Strategies of Localising Sensitive Audiovisual Elements in Game Streaming: A Case Study on Overwatch League (OWL) Chinese Streaming

Chen, Dody MH; (2022) Issues and Strategies of Localising Sensitive Audiovisual Elements in Game Streaming: A Case Study on Overwatch League (OWL) Chinese Streaming. British Journal of Chinese Studies , 12 (2) pp. 154-179. 10.51661/bjocs.v12i2.191. Green open access

[thumbnail of Issues and Strategies of Localising Sensitive Audiovisual Elements in Game Streaming.pdf]
Preview
Text
Issues and Strategies of Localising Sensitive Audiovisual Elements in Game Streaming.pdf - Published Version

Download (2MB) | Preview

Abstract

This paper is a participant-observer case study of the Overwatch League (OWL) 2021 Chinese streaming. Within the contemporary dynamic and diversified mediascape of China, esports streaming has become increasingly popular (Taylor, 2018; Wohn & Freeman, 2020). Esports streaming allows spectators to watch esports players’ intense competitions in real time and interact through danmu (bullet comments), gift sending systems, or via streaming lotteries (Lee et al., 2019; Abarbanel & Johnson, 2020; Zhang & Cassany, 2020). The Chinese streaming of Overwatch League (OWL), a series of Overwatch (OW) esports tournaments owned by Activision Blizzard, on Bilibili can be considered a game streaming localisation practice which localises audiovisual content from the original English-language streaming source into Chinese and then innovates upon it in the form of a number of local streaming programmes. The OWL Chinese streaming has disclosed many issues and strategies taken toward sensitive elements like game slang, cultural differences, the presence of erotic or violent content, gambling, media accessibility and censorship laws. The analysis of the selected cases in this article extends the current theories dealing with game localisation (e.g. Zhang Xiaochun, 2012; O’Hagan & Mangiron, 2013; Mangiron et al., 2014) into a new layer, dealing with game streaming localisation. The findings suggest the complications of game streaming content, including the controversial impacts of localisation strategies on sensitive elements, cross-media marketing of streaming practices and the participation of various stakeholders (e.g. officials, sponsors, fans) in game streaming localisation.

Type: Article
Title: Issues and Strategies of Localising Sensitive Audiovisual Elements in Game Streaming: A Case Study on Overwatch League (OWL) Chinese Streaming
Open access status: An open access version is available from UCL Discovery
DOI: 10.51661/bjocs.v12i2.191
Publisher version: https://doi.org/10.51661/bjocs.v12i2.191
Language: English
Additional information: This work is licensed under a Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/).
Keywords: Game Streaming, game interaction, game localisation, game slang
UCL classification: UCL
UCL > Provost and Vice Provost Offices > UCL SLASH
UCL > Provost and Vice Provost Offices > UCL SLASH > Faculty of Arts and Humanities
UCL > Provost and Vice Provost Offices > UCL SLASH > Faculty of Arts and Humanities > CMII
URI: https://discovery.ucl.ac.uk/id/eprint/10179484
Downloads since deposit
99Downloads
Download activity - last month
Download activity - last 12 months
Downloads by country - last 12 months

Archive Staff Only

View Item View Item