Q4 Arts and Humanities
M. Felczak
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引用次数: 0

摘要

本文对2012 - 2022年电子竞技信息线路的变化进行了概述。这里的研究重点是电子竞技赛事的视觉组件,特别是游戏的gui和数字平台界面的交互元素,这些元素为电子竞技广播(如Twitch)提供了技术脚手架。本文从软件研究的角度进行分析,并以《星际争霸》系列作为本文所评估的现象的主要例子。本研究的发现源于观众、玩家和电子竞技媒体专业人员之间的不同互动模式的并置,这些模式随后面临着电子竞技游戏机制的计算规则。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sport elektroniczny i jego medialne interfejsy
This paper provides an overview of changes on the electronic sports information circuit in the period from 2012 to 2022. The research here focuses on visual components of e-sports events, especially games’ GUIs and interactive elements of the digital platform interfaces that provide technological scaffolding for e-sports broadcasts (such as Twitch). The analysis is conducted from the software studies perspective, with the StarCraft franchise as a chief example of the phenomena assessed in the paper. The findings presented in this study stem from the juxtaposition of divergent modes of interaction between the viewers, players and e-sports media professionals, which are subsequently confronted with the computational rules of e-sports games’ mechanics.
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来源期刊
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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