Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play 2018
DOI: 10.1145/3242671.3242708
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Design Challenges for Livestreamed Audience Participation Games

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Cited by 38 publications
(40 citation statements)
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References 33 publications
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“…Ignoring pressure from the viewers can likely break the buildup of emotional entrainment by creating friction in the combination of shared attention and mood. This would be in line with previous research suggesting that viewer engagement may depend on their ability to influence the stream (Glickman et al, 2018;Seering et al, 2017b).…”
Section: Viewer Participationsupporting
confidence: 92%
See 1 more Smart Citation
“…Ignoring pressure from the viewers can likely break the buildup of emotional entrainment by creating friction in the combination of shared attention and mood. This would be in line with previous research suggesting that viewer engagement may depend on their ability to influence the stream (Glickman et al, 2018;Seering et al, 2017b).…”
Section: Viewer Participationsupporting
confidence: 92%
“…Such studies indicate that Twitch often involves common behavioral scripts, a precondition of interaction rituals (see Section 3). Other research suggests that viewer engagement may depend on viewers' ability to influence the stream (Glickman et al, 2018;Seering et al, 2017b).…”
Section: Previous Researchmentioning
confidence: 99%
“…In particular, these new types of games muddle the line of interaction even further in this already hazy middleground of streamerviewer interaction in online media consumption. Issues of how to design these games in order to integrate with current modes of spectatorship pose a great challenge for game designers (Glickman et al, 2018;Seering, Savage, et al, 2017;Stahlke et al, 2018), for example extending modes of interaction outside of only the chat modality used in Twitch Plays Pokémon (Lessel, Mauderer, et al, 2017).…”
Section: Live Video Game Streaming and Twitchmentioning
confidence: 99%
“…In fact, the whole concept of games being consumed by spectating rather than playing, changes the approach to game development significantly. Studies have already shown that streaming of games can increase sales (Hernandez, 2016), and that new types of audience participation games are emerging that facilitate spectator interaction (Fanzo et al, 2017;Glickman et al, 2018;Seering, Savage, et al, 2017).…”
Section: T-test and Discriminant Function Analysismentioning
confidence: 99%
“…In recent years, live streaming has received increasing attention from the HCI community [32,35,51,69]. In 2020, Stay-at-home mandates and quarantines related to the COVID-19 pandemic have further increased participation in online gaming [40].…”
Section: Live-streaming Platformsmentioning
confidence: 99%