Let’s Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in China

Q1 Social Sciences
Wang, Piaohong, Lu, Zhicong
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引用次数: 0

Abstract

Live streaming is becoming increasingly popular in recent years, as most channels prioritize the delivery of engaging content to their viewers. Among various live streaming channels, Danmaku participation game (DPG) has emerged in China as a mixture of live streaming and online gaming, offering an immersive gaming experience to players. Although prior research has explored audience participation games (APGs) in North America and Europe, it primarily focuses on discussing prototypes and lacks observation of players in natural settings. Little is known about how players perceive DPGs and their player experience. To fill the research gap, we observed a series of DPG channels and conducted an interview-based study to gain insights into the practices and experiences of DPG players. Our work reveals that DPGs can effectively synergize live streaming and online games, amplifying both player engagement and a profound sense of accomplishment to players.
让我们通过渠道一起玩:了解中国弹马库参与游戏玩家的做法和经验
近年来,直播越来越受欢迎,因为大多数频道都优先考虑向观众提供有吸引力的内容。在各种直播渠道中,弹幕参与游戏(DPG)作为直播和在线游戏的混合体在中国兴起,为玩家提供身临其境的游戏体验。尽管之前的研究已经探索了北美和欧洲的用户参与游戏(apg),但它主要侧重于讨论原型,缺乏对玩家在自然环境中的观察。关于玩家如何看待pg及其玩家体验,我们所知甚少。为了填补这一研究空白,我们观察了一系列DPG渠道,并进行了一项基于访谈的研究,以了解DPG玩家的做法和经验。我们的研究表明,pg可以有效地协同直播和在线游戏,扩大玩家的参与度和成就感。
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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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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