直播改变了(视频)游戏

Thomas Smith, Marianna Obrist, Peter C. Wright
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引用次数: 173

摘要

电子游戏本质上是一种活跃的媒介,没有互动的电子游戏是良性的。然而,越来越多的视频游戏观众出现在互联网上、世界各地的赛事中,部分还出现在传统电视转播中。在本文中,我们将着眼于围绕电子游戏观众而发展起来的不同社区,所有利益相关者的动机以及所涉及的技术。这种现象的一个有趣的部分是它与主动性和被动性的延展性的关系;电子游戏传统上是主动的,但观赏性带来了一种被动元素,而电视传统上是被动的,但互动电视带来了一种活动元素。我们基于选定的例子来探索这一现象,并激发了关于电子游戏领域的这种理解如何对互动电视产生有趣影响的讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Live-streaming changes the (video) game
Video games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television broadcasts. In this paper we look at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved. An interesting part of this phenomenon is its relation to the malleability of activity and passivity; video games are traditionally active but spectatorship brings an element of passivity, whereas television is traditionally passive but interactive television brings an element of activity. We explore this phenomenon based on selected examples and stimulate a discussion around how such understanding from the video game field could be interesting for interactive television.
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