Proceedings of the 12th International Conference on the Foundations of Digital Games 2017
DOI: 10.1145/3102071.3102103
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Cited by 35 publications
(6 citation statements)
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“…These investigations have identified that most streamers utilize similar methods of communicating with their audience, including microphone and webcam (Sjöblom et al, 2019), and that this interaction with viewers is seen as highly important (Lessel et al, 2018). In conjunction with the audiovisual elements that appear in Twitch streams, work has been done in order to facilitate automatization and the detection of key events within the streams (Chu and Chou, 2017), as well as to develop additional tools to assist streamers (Browne and Batra, 2018;Lessel, Vielhauer, et al, 2017;Robinson et al, 2017). The development of such tools has not only been limited to streamers, but also more widely to help both developers and viewers understand the dynamics between the spectator and the streamer (Pan et al, 2016), and to improve how content is recommended to users (Lin and Chen, 2018).…”
Section: Live Video Game Streaming and Twitchmentioning
confidence: 99%
“…These investigations have identified that most streamers utilize similar methods of communicating with their audience, including microphone and webcam (Sjöblom et al, 2019), and that this interaction with viewers is seen as highly important (Lessel et al, 2018). In conjunction with the audiovisual elements that appear in Twitch streams, work has been done in order to facilitate automatization and the detection of key events within the streams (Chu and Chou, 2017), as well as to develop additional tools to assist streamers (Browne and Batra, 2018;Lessel, Vielhauer, et al, 2017;Robinson et al, 2017). The development of such tools has not only been limited to streamers, but also more widely to help both developers and viewers understand the dynamics between the spectator and the streamer (Pan et al, 2016), and to improve how content is recommended to users (Lin and Chen, 2018).…”
Section: Live Video Game Streaming and Twitchmentioning
confidence: 99%
“…Signals such as heart rate, electrical activity of the brain, and galvanic skin response have all been explored in game contexts to infer player experience [17,18]. Although physiological data may not be easily accessible at the resolution gathered by medical-grade devices, novel methods of gathering physiological data in situ continue to emerge; sensors are embedded into game controllers for use in biofeedback games [19], to engage spectators [20], or simply as an innovative game input [21]. Further, physiological signals such as heart rate [22], blink rate, and facial expressions [23] can be derived from webcam-based signals along with facial expressions.…”
Section: Primer On Games and Game Datamentioning
confidence: 99%
“…These studies mostly come from two areas of research: computer science and engineering. Their focus is more on providing solutions to problems, as such, they particularly rely on experiments [ 73 , 74 , 75 ], the development of applications, and applied engineering [ 76 , 77 , 78 , 79 ]. Therefore, they do not need a strong grounding in well-established theories, although some do occasionally appear; for example, the Lyapunov optimization theory [ 16 ], the psychophysiological approach [ 80 ], Blommaert’s framework of critical discourse analysis, and Computer-mediated discourse analysis (CMDA) [ 81 ].…”
Section: Resultsmentioning
confidence: 99%
“…There is a wide variety of topics addressed and a wealth of related applications being developed. Among the topics that have been covered, we found the development of functionalities to enhance communication [ 134 , 137 ], immersive user experiences through the implementation of multi-view systems [ 93 ], resource allocation to facilitate adaptive live streaming [ 141 ], and the application of the streamer’s biometric data to enhance the viewer’s experience [ 79 ]. Another significant group of papers in this cluster dealt with how to reduce bandwidth overheads and operating costs [ 16 , 131 , 133 , 138 ], broadcast times and latency [ 19 ], or metrics to optimize video quality [ 20 ].…”
Section: Resultsmentioning
confidence: 99%