Cyborgs in the chat: Technological objects and sociotechnical interaction on Twitch.tv
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.
Fields of Study & Subjects
Gender
Feminism
and Media
Digital Games and Media
Innovative Human-Technology Interaction
Publication details
- Journal / source
- First Monday
- Publisher
- University of Illinois Libraries
- Publication date
- 27 February 2026