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Starcraft from the Stands: Understanding the Game Spectator

机译:看台上的星际争霸:了解游戏观众

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Video games are primarily designed for the players. However, video game spectating is also a popular activity, boosted by the rise of online video sites and major gaming tournaments. In this paper, we focus on the spectator, who is emerging as an important stakeholder in video games. Our study focuses on Starcraft, a popular real-time strategy game with millions of spectators and high level tournament play. We have collected over a hundred stories of the Starcraft spectator from online sources, aiming for as diverse a group as possible. We make three contributions using this data: i) we find nine personas in the data that tell us who the spectators are and why they spectate; ii) we strive to understand how different stakeholders, like commentators, players, crowds, and game designers, affect the spectator experience; and iii) we infer from the spectators' expressions what makes the game entertaining to watch, forming a theory of distinct types of information asymmetry that create suspense for the spectator. One design implication derived from these findings is that, rather than presenting as much information to the spectator as possible, it is more important for the stakeholders to be able to decide how and when they uncover that information.
机译:电子游戏主要是为玩家设计的。但是,由于在线视频网站和大型游戏锦标赛的兴起,视频游戏观看也是一种受欢迎的活动。在本文中,我们关注观众,他正在成为视频游戏中的重要利益相关者。我们的研究重点是《星际争霸》,这是一种流行的实时策略游戏,拥有数百万名观众和高水平的比赛。我们已经从在线资源中收集了一百多个有关星际争霸观众的故事,目的是尽可能地扩大群体。我们使用此数据做出了三点贡献:i)在数据中找到九个角色,这些角色告诉我们谁是观众以及他们为什么要参赛; ii)我们努力了解不同的利益相关者(如评论员,玩家,人群和游戏设计师)如何影响观众的体验; iii)我们从观众的表情中推断出是什么使比赛变得有趣起来,从而形成了一种信息不对称的理论,这种信息不对称引起了观众的悬念。从这些发现中得出的一种设计含义是,与其向观众提供尽可能多的信息,不如让利益相关者能够决定如何以及何时发现这些信息,这一点更为重要。

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