Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3275116.3275117acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmindtrekConference Proceedingsconference-collections
research-article

Viewers' Perception of Elements Used in Game Live-Streams

Published: 10 October 2018 Publication History

Abstract

Game live-streaming is a phenomenon attracting many people. A general analysis of which elements viewers in this context find interesting is important for platform vendors to inform future concepts, for content creators to better integrate their audience and for researchers to identify opportunities for future research. However, to our knowledge, this has not yet been done systematically. This paper contributes by presenting results of an online questionnaire (n=417) in which viewers' opinions on 58 elements (features, concepts and streamers' behaviors) were collected. We present the elements and a viewer's ranking of them. We also contribute aspects that are of relevance for the live-streaming context: among others, that many of the top-rated elements have an interactive component attached to them and that viewer integration is something that is appreciated by active and passive viewers alike, as long as it does not interfere with the streamer's performance unconditionally.

References

[1]
Justin Cheng, Cristian Danescu-Niculescu-Mizil, and Jure Leskovec. 2015. Antisocial Behavior in Online Discussion Communities. In Proc. ICWSM 2015. 61--70.
[2]
Gifford Cheung and Jeff Huang. 2011. Starcraft from the Stands: Understanding the Game Spectator. In Proc. CHI 2011. 763--772.
[3]
Colin Ford, Dan Gardner, Leah E. Horgan, Calvin Liu, a. m. tsaasan, Bonnie Nardi, and Jordan Rickman. 2017. Chat Speed OP PogChamp: Practices of Coherence in Massive Twitch Chat. In Proc. CHI EA 2017. 858--871.
[4]
Mathilde B Friedländer. 2017. Streamer Motives and User-Generated Content on Social Live-Streaming Services. Journal of Information Science Theory and Practice 5, 1 (2017), 65--84.
[5]
Enrico Gandolfi. 2016. To Watch or to Play, it is in the Game: The Game Culture on Twitch.tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds 8, 1 (2016), 63--82.
[6]
Daniel Gros, Brigitta Wanner, Anna Hackenholt, Piotr Zawadzki, and Kathrin Knautz. 2017. World of Streaming. Motivation and Gratification on Twitch. In Proc. SCSM 2017. 44--57.
[7]
Oliver L. Haimson and John C. Tang. 2017. What Makes Live Events Engaging on Facebook Live, Periscope, and Snapchat. In Proc. CHI 2017. 48--60.
[8]
William A. Hamilton, Oliver Garretson, and Andruid Kerne. 2014. Streaming on Twitch: Fostering Participatory Communities of Play Within Live Mixed Media. In Proc. CHI 2014. 1315--1324.
[9]
William A. Hamilton, John Tang, Gina Venolia, Kori Inkpen, Jakob Zillner, and Derek Huang. 2016. Rivulet: Exploring Participation in Live Events Through Multi-Stream Experiences. In Proc. TVX 2016. 31--42.
[10]
Hsiu-Fang Hsieh and Sarah E. Shannon. 2005. Three Approaches to Qualitative Content Analysis. Qualitative Health Research 15, 9 (2005), 1277--1288.
[11]
Mu Hu, Mingli Zhang, and Yu Wang. 2017. Why do Audiences Choose to Keep Watching on Live Video Streaming Platforms? An Explanation of Dual Identification Framework. Computers in Human Behavior 75 (2017), 594--606.
[12]
Jakob Nielsen. 2006. The 90-9-1 Rule for Participation Inequality in Social Media and Online Communities. https://www.nngroup.com/articles/participation-inequality, last accessed: 01/07/2018.
[13]
Pascal Lessel, Michael Mauderer, Christian Wolff, and Antonio Krüger. 2017. Let's Play My Way: Investigating Audience Influence in User-Generated Gaming Live-Streams. In Proc. TVX 2017. 51--63.
[14]
Pascal Lessel, Alexander Vielhauer, and Antonio Krüger. 2017. CrowdChess: A System to Investigate Shared Game Control in Live-Streams. In Proc. CHI PLAY '17. ACM, 389--400.
[15]
Pascal Lessel, Alexander Vielhauer, and Antonio Krüger. 2017. Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case Study. In Proc. CHI 2017. 1571--1576.
[16]
Danielle Lottridge, Frank Bentley, Matt Wheeler, Jason Lee, Janet Cheung, Katherine Ong, and Cristy Rowley. 2017. Third-Wave Livestreaming: Teens' Long Form Selfie. In Proc. MobileHCI 2017. 20:1--20:12.
[17]
Xiaojuan Ma and Nan Cao. 2017. Video-based Evanescent, Anonymous, Asynchronous Social Interaction: Motivation and Adaption to Medium. In Proc. CSCW 2017.770--782.
[18]
Adam W. Meade and S. Bartholomew Craig. 2012. Identifying Careless Responses in Survey Data. Psychological Methods 17, 3 (2012), 1--19.
[19]
Matthew K. Miller, John C. Tang, Gina Venolia, Gerard Wilkinson, and Kori M. Inkpen. 2017. Conversational Chat Circles: Being All Here Without Having to Hear It All. In Proc. CHI '17. ACM, 2394--2404.
[20]
Jedrzej Olejniczak. 2015. A Linguistic Study of Language Variety Used on Twitch.tv: Descriptive and Corpus-Based Approaches. Redefining Community in Intercultural Context (2015), 329--344.
[21]
Rita Orji, Julita Vassileva, and Regan L. Mandryk. 2014. Modeling the Efficacy of Persuasive Strategies for Different Gamer Types in Serious Games for Health. User Modeling and User-Adapted Interaction 24, 5 (2014), 453--498.
[22]
Anthony J. Pellicone and June Ahn. 2017. The Game of Performing Play: Understanding Streaming As Cultural Production. In Proc. CHI 2017. 4863--4874.
[23]
Joseph Seering, Robert Kraut, and Laura Dabbish. 2017. Shaping Pro and Anti-Social Behavior on Twitch Through Moderation and Example-Setting. In Proc. CSCW 2017. 111--125.
[24]
Max Sjöblom and Juho Hamari. 2016. Why Do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users. Computers in Human Behavior 75 (2016), 985--996.
[25]
Max Sjöblom, Maria Törhönen, Juho Hamari, and Joseph Macey. 2017. Content Structure is King: An Empirical Study on Gratifications, Game Genres and Content Type on Twitch. Computers in Human Behavior 73 (2017), 161--171.
[26]
Thomas Smith, Marianna Obrist, and Peter Wright. 2013. Live-Streaming Changes the (Video) Game. In Proc. EuroITV 2013. 131--138.
[27]
John C. Tang, Gina Venolia, and Kori M. Inkpen. 2016. Meerkat and Periscope: I Stream, You Stream, Apps Stream for Live Streams. In Proc CHI 2016. 4770--4780.
[28]
Gustavo F. Tondello, Rina R. Wehbe, Rita Orji, Giovanni Ribeiro, and Lennart E. Nacke. 2017. A Framework and Taxonomy of Videogame Playing Preferences. In Proc. CHI PLAY 2017. 329--340.

Cited By

View all
  • (2023)Let’s Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in ChinaProceedings of the ACM on Human-Computer Interaction10.1145/36110597:CHI PLAY(1025-1043)Online publication date: 4-Oct-2023
  • (2023)The View from MARS: Empowering Game Stream Viewers with Metadata Augmented Real-time StreamingProceedings of the 36th Annual ACM Symposium on User Interface Software and Technology10.1145/3586183.3606753(1-13)Online publication date: 29-Oct-2023
  • (2023)How social media live streams affect online buyers: A uses and gratifications perspectiveInternational Journal of Information Management10.1016/j.ijinfomgt.2023.10262170(102621)Online publication date: Jun-2023
  • Show More Cited By

Index Terms

  1. Viewers' Perception of Elements Used in Game Live-Streams

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    Mindtrek '18: Proceedings of the 22nd International Academic Mindtrek Conference
    October 2018
    282 pages
    ISBN:9781450365895
    DOI:10.1145/3275116
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    In-Cooperation

    • Tampere University of Technology
    • UTA: The University of Tampere
    • SIGCHI Finland: ACM SIGCHI Finland
    • Tampere University of Applied Sciences

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 10 October 2018

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Streaming
    2. audience
    3. co-presence
    4. expectations
    5. spectators

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    Mindtrek 2018
    Mindtrek 2018: Academic Mindtrek 2018
    October 10 - 11, 2018
    Tampere, Finland

    Acceptance Rates

    Mindtrek '18 Paper Acceptance Rate 34 of 68 submissions, 50%;
    Overall Acceptance Rate 110 of 207 submissions, 53%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)31
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 04 Oct 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)Let’s Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in ChinaProceedings of the ACM on Human-Computer Interaction10.1145/36110597:CHI PLAY(1025-1043)Online publication date: 4-Oct-2023
    • (2023)The View from MARS: Empowering Game Stream Viewers with Metadata Augmented Real-time StreamingProceedings of the 36th Annual ACM Symposium on User Interface Software and Technology10.1145/3586183.3606753(1-13)Online publication date: 29-Oct-2023
    • (2023)How social media live streams affect online buyers: A uses and gratifications perspectiveInternational Journal of Information Management10.1016/j.ijinfomgt.2023.10262170(102621)Online publication date: Jun-2023
    • (2023)Using Audience Avatars to Increase Sense of Presence in Live-StreamsComputer-Human Interaction Research and Applications10.1007/978-3-031-49368-3_20(326-337)Online publication date: 23-Dec-2023
    • (2022)Streamer's Hell - Investigating Audience Influence in Live-Streams Beyond the GameProceedings of the ACM on Human-Computer Interaction10.1145/35495156:CHI PLAY(1-27)Online publication date: 31-Oct-2022
    • (2022)Streaming code across audiences and performers: An analysis of computer science communities of inquiry on Twitch.tvBritish Journal of Educational Technology10.1111/bjet.13207Online publication date: 24-Feb-2022
    • (2022)Viewer types in game live streams: questionnaire development and validationUser Modeling and User-Adapted Interaction10.1007/s11257-022-09328-932:3(417-467)Online publication date: 1-Jun-2022
    • (2021)Streamers: the new wave of digital entrepreneurship? Extant corpus and research agendaElectronic Commerce Research and Applications10.1016/j.elerap.2020.10102746(101027)Online publication date: Mar-2021
    • (2020)Toward Live Streamed Improvisational Game ExperiencesProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414226(148-159)Online publication date: 2-Nov-2020
    • (2020)Emergent Multiplayer Games2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231834(33-40)Online publication date: Aug-2020
    • Show More Cited By

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media