Mukbang Eating together, multimodally
Eating together multimodally: Collaborative eating in mukbang, a Korean livestream of eating Mukbang is a Korean livestream where a host eats while interacting with viewers. The eater ‘speaks’ to the viewers while eating and the viewers ‘type’ to each other and to the eater through a live chat room. Using interactional sociolinguistics HANWOOL CHOE along with insights from conversation analysis (CA) studies, the present study examines how sociable eating is jointly and multi- modally achieved in mukbang. Analyzing sixty-seven mukbang clips, I find that mukbang participants coordinate their actions through speech, written text, and embodied acts, and that this coordination creates involvement and, by extension, establishes both
먹 방 Mukda bangsong ‘to eat’ ‘broadcast’ Thus, mukbang means, roughly, ‘a broadcast where people eat’.
Solomangarephobia More people in Korea are living alone
Food porn
Reward
Eating constructs, and is constructed by, interaction
multimodality Provides a link between online and offline worlds
Speech Text Embodied acts
Footing addresses the ways in which participants situationally orient themselves toward, and take part in, the meaning- making process of ongoing interaction. such as tone, pitch, laughter, and nonverbal actions such as gesture, motion, and gaze. It is constantly shifting
Recruitment Joint activity, constructed and negotiated moment by moment through verbal/non-verbal cues
People are expected to work together (yes, even online).
BJ ChangHyun
1. Eating as recruitment
2. Recruitment chain
3. Embodied animating
4. Eating as busking ( )
Performance Successful live streamers do not just silently broadcast their game play. Instead, they tend to mix together a “think-aloud” method similar to usability testing where the user speaks aloud their thought processes as they interact with a system and makes external that which would normally only be “in their head.” T.L. Taylor , Twitch and the Work of Play
Transforming play into work A move to interrogate simple work-play dichotomies through the lens of live streaming might have the side benefit of prompting a more meaningful consideration of our labor and leisure writ large. Looking at how people are creating experiences and content for their own fulfillment and the pleasure of others and their communities can provide insight into the complexities with which we navigate commercialized platforms. T.L. Taylor , Twitch and the Work of Play
Sociality Live streaming performance is deeply interwoven with audience and community engagement. Core to this is the ongoing chat that takes place alongside and within the visual broadcast of the game and streamer. In many instances, the audience becomes enlisted in the game play itself by giving input on choices within the game T.L. Taylor , Twitch and the Work of Play
Twitch offers select broadcasters (partners and affiliates) the opportunity to monetize streams in several ways, including channel subscriptions of which it gets a cut, revenue from ads and game sales, and money from the platform’s internal “Bits” donation system. T.L. Taylor , Twitch and the Work of Play
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questions 1. Do you feel that Mukbang is an effective means to create meaningful multimodal interaction on/offline? 2. How does Mukbang, Twitch, and the streaming of private activities into public spheres connect to other concepts we’ve discussed in class (webcamming, communicative capitalism, etc.)
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