The Fall of the Fourth Wall

Samantha N. Stahlke, James Robb, Pejman Mirza-Babaei
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Abstract

Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.
第四堵墙的倒塌
在过去的几年里,随着电子竞技作为一种娱乐媒体的兴起,数字游戏的直播经历了巨大的普及。对于快速增长的观众,流媒体内容提供了不断增加的游戏、锦标赛和特殊事件的材料。最近,流媒体平台、游戏开发者和职业玩家都在尝试通过聊天、广播信息、捐赠和投票系统等机制加入观众互动。随着这些机制的出现,游戏收视率的概念进入了一个过渡时期;虽然仍以消费为主,但对许多观众来说,观看体验不再完全是一种被动的行为。互动式观赏性(作者将其称为“观赏者-玩家”)的理念能够让用户更深入地参与到内容中,积极参与到一种新颖的娱乐形式中,并为丰富的游戏社区做出贡献。这种新颖的游戏互动形式给游戏设计师带来了有趣的挑战,因为它要求设计师考虑满足玩家、被动观众和主动观众的需求。在本文中,作者研究了互动观众体验设计所带来的机遇和挑战。最后,他们提出了一系列旨在探索观众互动体验领域发展的设计准则。
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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