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.
Original language | English |
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Title of host publication | Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video |
Place of Publication | United States |
Publisher | Association for Computing Machinery |
Pages | 51-63 |
Number of pages | 13 |
ISBN (Electronic) | 9781450345293 |
DOIs | |
Publication status | Published - 14 Jun 2017 |
Event | 4th ACM International Conference on Interactive Experiences for TV and Online Video, TVX 2017 - Hilversum, Netherlands Duration: 14 Jun 2017 → 16 Jun 2017 |
Conference
Conference | 4th ACM International Conference on Interactive Experiences for TV and Online Video, TVX 2017 |
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Country/Territory | Netherlands |
City | Hilversum |
Period | 14/06/17 → 16/06/17 |
Keywords
- Audience experience
- Co-presence
- Interactive streams
- Rocket Beans TV
- Twitch plays pokémon
- Viewer participation
ASJC Scopus subject areas
- General Computer Science
- Electrical and Electronic Engineering