![]() The analysis of the selected cases in this article extends the current theories dealing with game localisation (e.g. 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 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. 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). Within the contemporary dynamic and diversified mediascape of China, esports streaming has become increasingly popular (T aylor, 2018 Wohn & Freeman, 2020). This paper is a participant-observer case study of the Overwatch League (OWL) 2021 Chinese streaming.
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