In its early days, the world wide web offered little opportunity for human-to-human contact, as e-commerce was the dominating activity on the web, though many users saw the world wide web as “an unprecedented opportunity for self-expression to a mass audience” (Herring 2004: 28) by creating personal homepages. Due to the world wide web, there now was no focus on academia anymore, attracting people of more diverse socioeconomic backgrounds (cf. This progress led to significant diversification of internet users, which only increased with the introduction of the world wide web. In its early days, the internet progressed from a network connecting different academic faculties worldwide to allow the fast exchange of data and knowledge towards popular access in the 1990s, allowing people to access the Internet from home for non-academic purposes. Lastly, the paper will conclude with an evaluation of the accuracy of the hypothesis. A summary of the results gained from processing the data will be presented before those results will be discussed. Then it will explain how the data was collected and how it is going to be used for this paper. The paper will accomplish this by first giving an oversight of previously done research related to the topic. It can be assumed that emotes are used to either build on the meaning of the message, in terms of providing what facial expressions provide in face-to-face conversations, to indicate irony or in other ways to add meaning to the message, or as a mitigating function as illocutionary force indicators. This paper aims to do just that and provide clarity and a sense of understanding of the usage of emotes in chats on the platform. The usage of emotes, which are a vital part of Twitch culture, needs to be analysed more, as they are often used in unintuitive ways. From before the pandemic in January 2020 to the same month in the following year, the number grew from approximately 1.35 million to just under three million (Twitch Statistics & Charts, n.y.).Įven though there has been substantial interest in Twitch due to its increasing popularity among all demographics, there is still research that needs to be done. In only one year they had more than doubled the number of average viewers. By offering the possibility for real-time interaction with the streamer and the other viewers Twitch quickly amassed a vast number of viewers overall categories. But not only did the demand for platforms offering VOD services grow, but also the need for live entertainment.įor many, the solution was the live streaming platform Twitch. Many platforms offering video on demand (VOD) services profited greatly from this newfound demand. Emoticons, Emotes and what illocution has to do with all thisĭuring the pandemic, the need for entertainment that was easy to come by and accessible from home was at an all-time high. Computer Mediated Communication (CMC)Ģ.2.
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