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Event-driven Spectators' Communication in Massive eSports Online Chats

机译:事件驱动的观众在线聊天中的巨大竞争中的沟通

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ESports tournaments, such as Dota 2's The International (Tl), attract millions of spectators to watch broadcasts on online streaming platforms, communicate, and share their experience and emotions. Unlike traditional streams, tournament broadcasts lack a streamer figure to which spectators can appeal directly. Using topic modelling and cross-correlation analysis of more than 3 million messages from 86 games of Tl7, we uncover main topical and temporal patterns of communication. First, we disentangle contextual meanings of emotes and memes, which play a salient role in communication, and show a meta-topics semantic map of streaming slang. Second, our analysis shows a prevalence of the event-driven game communication during tournament broadcasts and particular topics associated with the event peaks. Third, we show that 'copypasta' cascades and other related practices, while occupying a significant share of messages, are strongly associated with periods of lower in-game activity.
机译:Esports锦标赛,如Dota 2的国际(TL),吸引了数百万观众,观看在线流媒体平台,沟通和分享他们的经验和情感。 与传统溪流不同,锦标赛广播缺乏媒体图,观众可以直接吸引。 使用主题建模和互相关分析从TL7的86场比赛中超过300万条消息,我们揭示了主要的局部和时间模式的通信模式。 首先,我们解开情绪和模因的语境意义,在通信中发挥着突出的作用,并显示了媒体俚语的元主题语义地图。 其次,我们的分析显示锦标赛广播期间的事件驱动游戏通信和与事件峰相关的特定主题的普遍存在。 第三,我们展示了“Copypasta”的级联和其他相关实践,同时占据了大量信息,与较低的游戏中的活动期强烈关联。

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