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

Published: 14 June 2017 Publication History

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.

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    cover image ACM Conferences
    TVX '17: Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video
    June 2017
    152 pages
    ISBN:9781450345293
    DOI:10.1145/3077548
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 14 June 2017

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    Author Tags

    1. audience experience
    2. co-presence
    3. interactive streams
    4. rocket beans tv
    5. twitch plays pokàmon
    6. viewer participation

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    • (2024)"I Felt Everyone Was a Streamer": An Empirical Study on What Makes Avatar Collective Streaming EngagingProceedings of the ACM on Human-Computer Interaction10.1145/36373448:CSCW1(1-25)Online publication date: 26-Apr-2024
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