Let's Play My Way: Investigating Audience Influence in User-Generated Gaming Live-Streams

Pascal Lessel, Michael Mauderer, Christian Wolff, A. Krüger
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引用次数: 39

Abstract

We investigate how the audience of gaming live-streams can influence the content. We conducted two case studies on streams in which audience influence is central and in which the audience can directly participate: First, we review an existing format of the Rocket Beans TV channel and describe how the audience can influence its course of action. With this, we illustrate current practices for integrating the audience. Second, we report the results of our investigation of a "Twitch Plays Pokémon" (TPP)-like setting in which the audience shares the control of the main character through aggregated chat messages. We explored a wider range of techniques than the original TPP offered and found that this can help the audience to organize itself in more nuanced ways. From both case studies, we synthesize results that are of relevance for streams that want to give the audience more influence.
《Let’s Play My Way:调查用户生成游戏直播中的用户影响
我们调查了游戏直播的受众是如何影响内容的。我们对以观众影响为中心、观众可以直接参与的流媒体进行了两个案例研究:首先,我们审查了Rocket Beans电视频道的现有格式,并描述了观众如何影响其行动方针。在此基础上,我们说明了整合受众的当前实践。其次,我们报告了我们对类似于“Twitch Plays poksammon”(TPP)设置的调查结果,即用户通过聚合聊天信息分享主角的控制权。我们探索了比最初的TPP提供的更广泛的技术,发现这可以帮助观众以更微妙的方式组织自己。从这两个案例研究中,我们综合了与希望给予受众更大影响力的流相关的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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