Fostering Participatory Communities of Play on Twitch: A Study Overview

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Explore how live game streaming on Twitch fosters participatory communities of play through a comprehensive study involving methodology, sensitizing concepts, findings, and discussions. Discover the implications for design and related work in this innovative space.

  • Twitch
  • Community
  • Live Streaming
  • Game
  • Study

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Presentation Transcript


  1. Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media W. Hamilton, O. Garretson, A. Kerne Interface Ecology Lab, Texas A&Muniversity CHI 14 1

  2. Outline Intro & Contribution Methodology Sensitizing concepts Findings & Discussions Implication for Design Related Work Conclusion 2

  3. INTRO & CONTRIBUTION 3

  4. Twitch Stream 4

  5. Intro Live game streaming is a popular new medium Mix of different media Study the participatory community Two main motivation Unique content Interaction and participation in the community Still problems in the current platform As the stream scales up, information overload the streamer and viewer The sense of participating collapse 5

  6. Contribution An ethnographic investigation of the live game streaming on Twitch Describe how communities form Motivation of members Emergent issues Implications for design to cope the issue 6

  7. METHODOLOGY 7

  8. Methodology Participate streams starting from early 2010 Interviewed 11 streamers and 4 viewers 3 of the viewers are moderator Use grounded theory analysis A common technique used in Sociology 8

  9. Interviewed Streamer and Viewer 9

  10. SENSITIZING CONCEPT Third places Sense of Community Hot & Cool Media 10

  11. Third places Realms other than home and work Host the regular, voluntary, informal and happily anticipated gathering individual From and maintain community through informal public social interactions Conversation is the main activity Regulars strongly define the place 11

  12. Sense of Community - Four component Membership Developed through personal investment Influence Participants are attracted to groups they can impact Fulfillment of needs Emotional reward such as sociability Emotional connection Through shared history and identification with other members 12

  13. Hot & Cool Media Hot media afford spectating Cool media afford participation 13

  14. Mix of Hot & Cool Streaming is a mix of hot and cool media 14

  15. Mix of Hot & Cool Streaming is a mix of hot and cool media 15

  16. Mix of Hot & Cool Streaming is a mix of hot and cool media 16

  17. FINDING & DISCUSSION Identification with Content, Streamer and Community The importance of interaction and influence Becoming a Regular Regulars encouraging participation and sociability Shared History through Hot & Cool Media Big streams and the breakdown of participation 17

  18. Identification Content Want to learn something about a particular game Streamer & Community Streamer attract similar crowd Friendliness and congeniality 18

  19. Interaction and Influence Interaction Many people watch streams for social interaction Many streamers stream because they want to build community Influence People are drawn to communities they can influence Streamers also make effort to give participants chance to influence the stream Polls, fan art display etc. 19

  20. Shared History Very important in the formation of community Witness something surprising Two part Witness something surprising hot Chat goes crazy cool A mix of both type of media 20

  21. Breakdown of Participation Smaller stream Focus on participation Massive stream (over 1000 viewers) Focus on unique content Chat can not be recognized Ruinous in third places perspective Max number of viewers to interact effectively Average: 100 ~ 150 Max: 500 21

  22. IMPLICATION FOR DESIGN 22

  23. Subdivision Prevent information overload Preserve meaningful interaction Putting audience into socially viable subgroups Do not give any detailed suggestion on the implementation of the system 23

  24. RELATED WORK 24

  25. Related Work IRC communities and info overload IRC can support around 300 concurrent users Participation in online game communities Two difference Viewer lack agency in the game world Accessibility is lower eSports and live streaming 25

  26. CONCLUSION 26

  27. Conclusion Provides an ethnographic investigation Propose subdivision to preserve meaningful participation The mixed media concept can help TV shows/sport and MOOC education 27

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