Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2011
DOI: 10.1145/1978942.1979053
|View full text |Cite
|
Sign up to set email alerts
|

Starcraft from the stands

Abstract: Video games are primarily designed for the players. However, video game spectating is also a popular activity, boosted by the rise of online video sites and major gaming tournaments. In this paper, we focus on the spectator, who is emerging as an important stakeholder in video games. Our study focuses on Starcraft, a popular real-time strategy game with millions of spectators and high level tournament play. We have collected over a hundred stories of the Starcraft spectator from online sources, aiming for as d… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

3
29
0
1

Year Published

2011
2011
2021
2021

Publication Types

Select...
5
3
2

Relationship

0
10

Authors

Journals

citations
Cited by 157 publications
(34 citation statements)
references
References 13 publications
3
29
0
1
Order By: Relevance
“…In eSports, the audience is usually able to see more about the state of the game than its players are. This information asymmetry is one of the key differences in the way the game is presented to the audience in eSports versus traditional sports (Cheung & Huang, 2011). During the Overwatch matches, the broadcast shows the direct gameplay stream but modified to display the information required to make the viewing experience exciting and enjoyable (for a contrary example, see Witkowski, 2012a).…”
Section: Analysis and Resultsmentioning
confidence: 99%
“…In eSports, the audience is usually able to see more about the state of the game than its players are. This information asymmetry is one of the key differences in the way the game is presented to the audience in eSports versus traditional sports (Cheung & Huang, 2011). During the Overwatch matches, the broadcast shows the direct gameplay stream but modified to display the information required to make the viewing experience exciting and enjoyable (for a contrary example, see Witkowski, 2012a).…”
Section: Analysis and Resultsmentioning
confidence: 99%
“…Using StarCraft (Saffire Corporation & Blizzard Entertainment Inc, 1998) and StarCraft 2 (Blizzard Entertainment Inc, 2010) as bases for their analysis, they outlined an initial set of personae for game spectators and attempted to infer what makes a game entertaining to watch by looking at the facial expressions of various spectators. Moreover, they identified some aspects that contribute to a spectator's experience, including not only the players and crowds, but also the gameplay commentators as well as the design of the game itself (Cheung & Huang, 2011). We will further discuss the spectator experience in the following section.…”
Section: Spectatorship and Spectator Interactionsmentioning
confidence: 99%
“…Each approach comes with its own benefits and concerns, but aims to create the best spectator experience. Around gaming, it has been reported that spectators most appreciate games designed to support visible actions and tactics, units in competitive play and emotions evoked during competition [7].…”
Section: Related Workmentioning
confidence: 99%