Toward Live Streamed Improvisational Game Experiences

Toward Live Streamed Improvisational Game Experiences
复制标题

迈向直播即兴游戏体验

DOI:
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发表时间:
2020
期刊:
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
影响因子:
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通讯作者:
Jessica Hammer
Jessica Hammer
中科院分区:
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文献类型:
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作者:
Chance Lytle;Parker Ramsey;Joey Yeo;Trace Dressen;Dong Hyun Kang;B. Harger;Jessica Hammer

文献摘要

被引文献

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在这个项目中,我们探索即兴戏剧和Twitch直播的交叉点。即兴表演为直播提供了社交功能,而流媒体为即兴表演者提供了一种既能扩大他们对非共同观众的影响力,又能创造新型参与式即兴表演游戏的方式。基于这两个领域的见解,我们提出了阶段,一个实时流媒体系统,既沟通表演信息,否则流媒体直播剧院时丢失,并容纳表演者,主持人和观众的参与角色。使用我们的系统,我们创建并测试了四个即兴游戏原型,探索了一系列的互动。我们表明,阶段提供新颖的互动作为流媒体体验和即兴戏剧。我们建议,社会的角色和信息的转移,特别是主机,是设计的一个重要方面。最后,我们讨论了新发现的挑战和潜力的未来这些领域的交叉。
In this project, we explore the intersection of improvisational theater and Twitch live streaming. Improv offers social affordances to live streams, while streaming offers improv performers a way to both broaden their reach to non-copresent audiences and create new types of participatory improv games. Based on insights from both domains, we present StAGE, a live streaming system that both communicates performative information otherwise lost when streaming live theater and accommodates participatory roles for performers, hosts, and audiences. Using our system, we created and playtested four improv game prototypes exploring a range of interactions. We show that StAGE affords novel interactions both as a streaming experience and as improvisational theater. We propose that the social transfer of roles and information, particularly by hosts, is a critical aspect of the design. We conclude by discussing newly discovered challenges and potential for the future of the intersection of these domains.