Live-streaming changes the (video) game

Live-streaming changes the (video) game
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DOI:
10.1145/2465958.2465971
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发表时间:
2013-06
期刊:
--
影响因子:
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通讯作者:
Thomas Smith;Marianna Obrist;Peter C. Wright
Thomas Smith;Marianna Obrist;Peter C. Wright
中科院分区:
其他
文献类型:
--
作者:
Thomas Smith;Marianna Obrist;Peter C. Wright

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电子游戏本质上是一种活跃的媒介,没有互动,电子游戏是良性的。然而,在互联网上、在世界各地的活动中,以及在一定程度上,作为传统的电视转播,观看视频游戏的社区越来越多。在这篇文章中,我们着眼于围绕视频游戏观看而发展起来的不同社区,所有利益相关者的激励措施以及涉及的技术。这一现象的一个有趣部分是它与主动和被动的可塑性有关;视频游戏传统上是主动的,但旁观带来了被动的元素,而电视传统上是被动的,但互动电视带来了主动的元素。我们基于选定的例子来探讨这一现象,并引发了一场关于视频游戏领域的这种理解如何对互动电视感兴趣的讨论。
Video games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television broadcasts. In this paper we look at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved. An interesting part of this phenomenon is its relation to the malleability of activity and passivity; video games are traditionally active but spectatorship brings an element of passivity, whereas television is traditionally passive but interactive television brings an element of activity. We explore this phenomenon based on selected examples and stimulate a discussion around how such understanding from the video game field could be interesting for interactive television.