Tormod recently brought up the topic of game streaming, and how it shouldn't be considered a legitimate job. Let's get this out of the way first - I agree; as a means of generating one's primary income (to, you know, be able to live in this world), streaming is probably not the most legit of means to earn a paycheck.
But, then I started thinking about it a little more, as to what streaming actually is, and what is really involved, and a blanket 'no, stop that' isn't quite as easy. If you were to ask me just a few years ago, I would have said, quite vehemently, 'no'. I have since started streaming myself, and I have gained some persepective on the work and energy involved, as well as respect for the efforts of other streamers.
So, let's look at it from the most basic perspective - streaming as a means of entertainment. Here, you have people that probably aren't cut out for wide-area exposure to the masses: possibly reclusive, maybe-socially-unpracticed gamers, broadcasting their performance to an effectively unlimited audience. Granted, if that's all they did (just play, no commentary or other things), that'd be a pretty uninspiring performance. And let's not mince words - playing a game _is_ a performance. Sure, the game as a standalone work (of art, of technology, whatever), is valuable to the player - much moreso to someone like myself who prefers single-player games. But as a broadcast, as an intersection of game, player, and audience, it is a transformative work.
Speaking of transformative, let's discuss the copyright / licensing aspects. I will always 100% be on the side of creators here - it is their choice whether to allow or disallow their game, their _work_, to be used in another's transformative work. I don't care how good intentions are, if your purpose is to appropriate someone else's product as a means to make money (for yourself, charity, or whoever), either A) get all proper permission / license; or failing this, B) stop and go away.
Now here I am spouting about 'transformative' work and the purpose - nee, mere existence of an 'audience', when not too long ago I was pretty dead-set against any observers; my common refrain was 'you should be playing, not watching'. But this changed about a year ago when I started streaming my own gameplay.
I didn't know what to expect, all I wanted to do was play and have fun (and have an excuse to do it regularly). And sure enough, it was fun; lots of fun! Other people (to my very great surprise) were actually interested in seeing me play. What was a silly one-off experiment is now a three-times-a-week venture, three-times-a-week guaranteed fun. That's not to say that's where it will end, either, and my outlook has certainly changed, from strident anti-streaming (or similar) to very much in favor of it.
Back to the original point, though, as to whether streaming in and of itself could and / or should be a legit job. I'm leery to say outright 'yes', for the simple fact that as a position in the entertainment field, it's already a shaky proposition. Some, certainly, have found a great deal of popularity and success; and, indeed, some have it as their job, and make quite a bit of money, and have plenty of fame and influence (never mind if that influence is used for good or ill). It sure sounds cushy - play games, get paid, have fun, and you're done. Assuming all the proper permission and / or licensing is obtained, sure - it seems legit.
Even outside that, though, consider just what is a job? Lots of work, lots of effort and energy expended, for a chance at surviving. One could certainly be forgiven for viewing 'playing games' as far from hard work, and indeed, that (very small) portion is not very hard, in the traditional sense of the word. However, the support, the infrastructure, the follow-up and post-production is just as high as any other entertainment venture. Possibly moreso, considering that streaming, at least at the start, is often a one-person job. You buy the equipment, you set it up, you record, you play, you process the reuslts, and throughout all that, you entertain - or, for the good of the valure you hope to provide, you try to entertain. Of course, that last point is up for debate - some streamers decidedly don't try to entertain, as an explicit action (and the lucky or particularly skilled or charismatic do it naturally - I envy them). But, on the others, it's not hard to see the amount of planning and dedication it takes to put on a good show, technically and otherwise.
So where does that leave most? Streamers hinge on comedy or anger, good production value, interesting and / or unique content (there's that 'transformative work', again). And in doing so, some desperately want to make some money - whether through advertising, sponsorship, endorsement, selling out, whatever. So, yes...maybe there is a legitimate job here, juggling everything as best you can, without losing your soul; what else is a job, after all.
I don't necessarily agree with the commercial aspects, simply because I think it cheapens the value of streaming - interacting with your audience; lending a supportive voice to those whose works you are streaming; analysing the work to greater depth than just solo observation; and having fun without the specter of squeezing your viewers for money. Of course, I have no problem with voluntary support - donations, spreading the word, et cetera. Let's not bother with the so-called 'major league gaming'; I still cannot take that term seriously, and corporate involvement here is as mind-boggling as typical physical sports.
Consideing the number of avenues available to streamers - Twitch, Hitbox, and soon, YouTube - it's not hard to see it as a hobby evolving into a pastime, and now, an industry growing from and because of a passionate community of gamers. Do not let that sour the entertainment value, but consider whether we want that to progress as other entertainment industries have. Do we really want massive celebrities? Do we really want some to be outrageously compensated, and unknowingly command legions of oft-blindly supplicative fans? Do we really want to subvert science, art, and fun for a paycheck?
For some, that answer will be 'yes'; for me, it remains 'no'. Even at my own financial expense, I will stream, because it is an enjoyable activity; and because, as small as it is, my audience is as much a part of my streaming as I am, and I will not cash that in for a quick buck. My friends, I do not begrudge you for making money, especially now as I understand the work involved - but I hope you conside how to do so unobtrusively, and more importantly, without insulting your audience or unfairly appropriating the games you play.