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Sexualized culture on livestreaming platforms: a content analysis of Twitch.tv

Social Work

Sexualized culture on livestreaming platforms: a content analysis of Twitch.tv

K. Anciones-anguita and M. Checa-romero

This captivating study by Kristel Anciones-Anguita and Mirian Checa-Romero explores the striking differences in self-sexualization between men and women on Twitch.tv. With comprehensive analysis of 1920 livestreams, the findings reveal that women engage in self-sexualization more frequently and intensely, raising important discussions about media influence and its impact on young audiences.... show more
Introduction

The study situates Twitch.tv within broader concerns about how sexualized media content affects adolescents and young adults. Sexualization is defined as portraying individuals—particularly women—as sexually attractive or striving to appear so, often aligning with beauty norms, and self‑sexualization occurs when individuals intentionally present themselves in sexualized ways. Prior work links exposure to sexualized content with anxiety, depression, body dissatisfaction, eating disorders, shifts in gender and sexual beliefs, normalization of violence against women, and victim-blaming. Given the ubiquity of social media among youth and the potential socializing and normalizing effects of commodifying women’s bodies, the authors examine how streamers produce and disseminate content on Twitch.tv. The research addresses whether women experience more sexualization than men on Twitch (H1) and whether there are statistically significant gender differences in behavior and contextual features of livestreams (H2).

Literature Review

Twitch.tv is a major livestreaming platform with millions of daily views and a diverse set of categories (e.g., Games, Just Chatting, ASMR, Pools/Hot Tubs & Beaches). Monetization and parasocial interaction (e.g., subscriptions, donations, badges, exclusive chats) foster intimate, real-time connections between streamers and audiences. Although Twitch has rules regarding sexual content, guidelines can be vague and perceived as inconsistently applied, amidst a male-dominated environment where women face harassment, competence devaluation, and appearance-focused commentary. Positive feedback and monetization incentives are associated with sexualized content, which may encourage some women to self‑sexualize. Prior research and theorizing highlight mechanisms and markers of sexualization and objectification—clothing, exposure of body parts, posture, image framing, suggestive gestures, and role-play—while noting potential economic and psychological payoffs alongside stigmatizing stereotypes for sexualized women streamers. The present work contributes by analyzing self‑sexualization live and in context, capturing spontaneous, audience‑mediated performances aimed at popularity and economic reward, and by explicitly testing gender differences in sexualization intensity and related behaviors across Twitch categories.

Methodology

Design: Quantitative content analysis. An ad‑hoc coding instrument was developed to capture observable attributes indicative of sexualization across two dimensions—Context (clothing, posture, exposed body parts: chest, buttocks, genitals; image focus) and Behavior (mouth expression, sexual act simulation, role-play). Variables were operationalized on ordinal scales and combined into an additive sexualization intensity score (0–14), yielding three levels: non‑sexualized (0–4), sexualized (5–8), hypersexualized (9–14). Sample and selection: Historical records from Twitch.tv were used to construct a sample of livestreams totaling n = 1920 across major categories: Games (n = 960) and IRL subcategories Just Chatting (n = 320), ASMR (n = 320), and Pools, Hot Tubs & Beaches (n = 320). Selection prioritized channels with the strongest and most consistent average viewership and popularity (via TwitchTracker.com and SullyGnome.com). Streams without a visible real streamer image (e.g., avatars, cartoons, hentai, 3D humans) were excluded. Procedure and coding: A detailed observation protocol specified coding rules for each variable (e.g., clothing from not revealing = 0 to minimum clothing = 4; posture from seated = 0 to sexually suggestive positions = 2; exposed body parts scored per part; image focus head/shoulders = 0 vs. whole body = 1; mouth neutral/seductive/sexualized = 0/1/2; sexual act none vs. kissing/hugging/sucking/fellatio simulation = 0/1; role-play none vs. erotic/infantilized cosplay = 0/1). Frequencies and cross‑tabulations were computed. Chi‑square tests assessed gender differences in sexualization level and in each variable by category. Instrument validation: Exploratory and confirmatory analyses on the full sample (N = 1920) supported a two‑factor structure—Context and Behavior. KMO = 0.89 and Bartlett’s test was significant (χ² = 17232.42, p < .001). Varimax-rotated components yielded two factors explaining 77.98% of variance (Context 60.55%, Behavior 17.26%). Reliability: Cronbach’s alpha was 0.89 for Context and 0.78 for Behavior. Factor loadings were high across items, supporting validity and reliability of the scale.

Key Findings
  • Sample and representation: More men (61.2%) than women (38.8%) streamed overall, with strong gender segregation by category: Just Chatting and Games were predominantly male (≈86.75% and 92.10% male, respectively), whereas ASMR and Pools/Hot Tubs & Beaches were overwhelmingly female (≈98.75% and 97.19% female, respectively).
  • Sexualization intensity: 87.4% of non‑sexualized streams were by men. In contrast, 92.2% of sexualized and 99.7% of hypersexualized streams were by women. Men were rarely sexualized: only about 10 sexualized men across the full male sample (n ≈ 1174) and essentially no hypersexualized men in Games, Just Chatting, or ASMR; one hypersexualized man appeared in Pools/Hot Tubs & Beaches.
  • Category patterns among women: Female streamers in Games and Just Chatting were largely non‑sexualized, while ASMR and Pools/Hot Tubs & Beaches showed the highest proportions of sexualized and hypersexualized streams among women.
  • Instrument validity: EFA/CFA supported two factors (Context, Behavior) with high loadings and reliable scales (KMO = 0.89; Bartlett p < .001; explained variance 77.98%; αContext = 0.89; αBehavior = 0.78).
  • Statistical tests: Chi‑square tests showed significant gender differences in sexualization levels: hypersexualized (p = 0.001), sexualized (p = 0.000), and non‑sexualized (p = 0.002). Across variables and categories, most context and behavior items showed significant gender differences (e.g., clothing, posture, image focus, chest, buttocks, genitals exposure; sexual act; role-play), with many p values < .001 in aggregate and within categories (notably Games and Just Chatting).
Discussion

Findings support H1 and H2: women experience more frequent and more intense sexualization on Twitch, and significant gender differences appear across both contextual and behavioral indicators of sexualization. The concentration of female streamers in ASMR and Pools/Hot Tubs & Beaches—categories that structurally afford more body display, suggestive behaviors, and intimate framing—aligns with monetization and feedback dynamics that can reward sexualized self‑presentation. Conversely, male dominance in Games and Just Chatting corresponds to lower sexualization intensity. The results underscore how platform affordances, community norms, and commercial incentives can reproduce gendered patterns of objectification and self‑objectification in live, audience‑mediated contexts. This pattern has potential implications for youth socialization around gender, sexuality, and consent, and may normalize dehumanizing portrayals that reinforce biases and tolerance of harassment toward women. The validated measurement instrument provides a reliable way to assess sexualization intensity on livestreams, enabling future comparative and longitudinal research.

Conclusion

The study demonstrates that female streamers on Twitch are significantly more likely than male streamers to present sexualized and hypersexualized content, with clear category‑specific patterns. A validated, reliable content‑analysis scale captured these differences across context and behavior dimensions, contributing a method for systematically assessing sexualization in livestreams. Given the large proportion of minors and emerging adults on the platform, the authors emphasize the need for awareness and education about implicit sexualization and its risks, including potential reinforcement of gender inequalities and tolerance of violence against women. The work highlights the importance of platform policies and community practices in shaping gendered self‑presentation and calls attention to the broader socializing power of media in normalizing sexualized portrayals of women.

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