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Starcraft from the Stands: Understanding the Game Spectator

机译:从展台出发的星际争霸: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:视频游戏主要针对玩家设计。然而,视频游戏窥视也是一个流行的活动,受到在线视频网站的兴起和主要游戏锦标赛的兴趣。在本文中,我们专注于观众,他是视频游戏中的重要利益相关者。我们的研究侧重于星际争霸,一个流行的实时战略游戏,与数百万观众和高级锦标赛戏剧。我们已收集超过在线来源的星际争霸者的一百个故事,旨在尽可能多样化。我们使用此数据进行三个贡献:i)我们在数据中找到了九个角色,告诉我们观众是谁以及为什么他们窥视; ii)我们努力了解如何不同的利益相关者,如评论员,玩家,人群和游戏设计师,影响观众体验;和III)我们从观众表达推断出使游戏娱乐观看的是什么,形成一个不同类型的信息不对称的理论,为观众创造悬念。源自这些发现的一种设计含义是,而不是尽可能多地向观众呈现信息,而是能够决定如何揭示该信息的方式更为重要。

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