Now you’re playing with audience power: the work of watching games

Now you’re playing with audience power: the work of watching games
复制标题

现在你正在玩观众的力量:观看比赛的工作

DOI:
--
复制
发表时间:
2016
期刊:
影响因子:
--
通讯作者:
Nicholas Taylor
Nicholas Taylor
中科院分区:
--
文献类型:
--
作者:
Nicholas Taylor

文献摘要

被引文献

相似文献

摘要随着电子竞技(电子竞技)-将竞技视频游戏配置为观众体育-的流行程度激增,美国职业棒球大联盟(MLG)等行业组织继续试验捕捉并利用观看比赛的工作的技术。本文通过比较2008年和2012年的两场MLG锦标赛的观察,将它们置于竞争激烈的游戏格局中更广泛的文化、技术和经济变革中,对这些“试镜”技术进行了批判性的思考。尽管游戏继续被誉为“参与式”媒体,但这一说法表明,在一些电子竞技背景下,游戏正在朝着重建而不是模糊内容制作者和观众之间的界限的方向转变。
ABSTRACT As electronic sports (e-sports)—the configuration of competitive videogaming as spectator sport—surges in popularity, industry organizations such as Major League Gaming (MLG) continue to experiment with techniques for capturing, and capitalizing on, the work of watching play. This article critically considers these techniques of “audiencing” by comparing observations of two MLG tournaments, in 2008 and 2012, situating them within broader cultural, technological, and economic transformations in the competitive gaming landscape. Even as games continue to be lauded as “participatory” media, this account shows a shift within some e-sports contexts towards rebuilding, rather than blurring, the boundaries between content producers and audiences.