Design Challenges for Livestreamed Audience Participation Games

Author:

Glickman Seth1,McKenzie Nathan1,Seering Joseph1,Moeller Rachel2,Hammer Jessica1

Affiliation:

1. Carnegie Mellon University, Pittsburgh, PA, USA

2. New York University, New York City, NY, USA

Publisher

ACM

Reference66 articles.

1. Safinah Ali Rachel Moeller Judeth Oden Choi and Jessica Hammer. 2016. Analytic Frameworks for Audience Participation Games and Tools. (2016). Safinah Ali Rachel Moeller Judeth Oden Choi and Jessica Hammer. 2016. Analytic Frameworks for Audience Participation Games and Tools. (2016).

2. Sky LaRell Anderson. 2017. Watching People Is Not a Game: Interactive Online Corporeality Twitch. tv and Videogame Streams. Game Studies 17 1 (2017). Sky LaRell Anderson. 2017. Watching People Is Not a Game: Interactive Online Corporeality Twitch. tv and Videogame Streams. Game Studies 17 1 (2017).

3. Studio Bean. 2014. Choice Chamber. (2014). http://choicechamber.com Studio Bean. 2014. Choice Chamber. (2014). http://choicechamber.com

4. Hugh Beyer and Karen Holtzblatt. 1997. Contextual design: defining customer-centered systems. Elsevier. Hugh Beyer and Karen Holtzblatt. 1997. Contextual design: defining customer-centered systems. Elsevier.

5. Christopher Bingham. 2017. An Ethnography of Twitch Streamers: Negotiating Professionalism in New Media Content Creation. Ph.D. Dissertation. Christopher Bingham. 2017. An Ethnography of Twitch Streamers: Negotiating Professionalism in New Media Content Creation. Ph.D. Dissertation.

Cited by 34 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Examining the Use of DanMu for Crowdsourcing Control in Virtual Gatherings;International Journal of Human–Computer Interaction;2024-07-18

2. Audience Generated Content Management - Live Streamers’ Strategies to Overcome Unwanted Donations;Communication & Society;2024-06-27

3. "I Felt Everyone Was a Streamer": An Empirical Study on What Makes Avatar Collective Streaming Engaging;Proceedings of the ACM on Human-Computer Interaction;2024-04-17

4. Competition or Collaboration? Exploring Interactive Relationships in Live-Streaming Audience Participation Game;Communications in Computer and Information Science;2023-12-12

5. VR Rhythm Game Featuring Audience Participation;2023 IEEE Gaming, Entertainment, and Media Conference (GEM);2023-11-19

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3