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Valorant functions as a sophisticated sociotechnical system that integrates livestreaming infrastructure directly into its free-to-play business model. By utilizing mechanisms such as Twitch Drops and high-profile competitive events, the game transforms content creators into essential distributors who sustain the title as a continuous service. This strategy shifts the focus of game distribution from traditional retail sales to the perpetual management of audience attention, effectively turning viewership into a primary cultural commodity.
Within this ecosystem, streamers operate as neoliberal subjects navigating a codependent relationship with both the game developer and the streaming platform. These creators function as opinion leaders who must balance competitive gameplay with the demands of an attention-based economy, often navigating technical issues and platform-specific features like hype trains to maintain engagement. This integration fosters deep community involvement but simultaneously establishes rigid social hierarchies, where gaming capital is measured by a creator's ability to convert viewer attention into consistent, platform-sanctioned labor.
Ultimately, the platformization of Valorant blurs the boundaries between participatory culture and digital labor. While this model successfully drives player acquisition and retention, it creates significant power imbalances and precarious working conditions for those who serve as the game’s primary marketing force. By institutionalizing an obligation for creators to perform as both entertainers and distributors, the industry extracts both affective and economic value, reinforcing a system where the labor of the individual is inextricably tied to the commercial success of the platform.
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Spiel|Formen · 2022