Document Type
Article
Publication Date
3-2026
Abstract
This paper introduces the concept of Cyborgification, derived from the metaphor cyborg of Donna Haraway, to analyze how technological objects, such as emotes, bots, and third-party extensions, co-construct social life on Twitch.tv. Drawing on digital ethnography and interviews, it examines how viewers and streamers interact not just with each other but with the platform’s technical features in the production of humor, identity, and belonging. Through three scenes, a media-triggered emote ritual, a bot glitch turned joke, and an outsider’s exclusion due to missing plug-ins, this work shows how technological entanglement shapes participation. Cyborgification offers a sociotechnical lens that moves beyond affordance theory to understand how meaning and affect are generated through human–technology interaction. Livestreaming emerges not merely as content delivery, but as infrastructure for digitally mediated sociality.
Recommended Citation
Ferrer, Y. J. (2026). Cyborgs in the chat: Technological objects and sociotechnical interaction on Twitch.tv. First Monday, 31(3). https://doi.org/10.5210/fm.v31i3.14408
Included in
Social Psychology and Interaction Commons, Sociology of Culture Commons, Theory, Knowledge and Science Commons
