Mapping Design Spaces for Audience Participation in Game Live Streaming

Alina Striner, Andrew M. Webb, Jessica Hammer, A. Cook
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引用次数: 9

Abstract

Live streaming sites such as Twitch offer new ways for remote audiences to engage with and affect gameplay. While research has considered how audiences interact with games, HCI lacks clear demarcations of the potential design spaces for audience participation. This paper introduces and validates a theme map of audience participation in game live streaming for student designers. This map is a lens that reveals relationships among themes and sub-themes of Agency, Pacing, and Community—to explore, reflect upon, describe, and make sense of emerging, complex design spaces. We are the first to articulate such a lens, and to provide a reflective tool to support future research and education. To create the map, we perform a thematic analysis of design process documents of a course on audience participation for Twitch, using this analysis to visually coordinate relationships between important themes. To help student designers analyze and reflect on existing experiences, we supplement the theme map with a set of mapping procedures. We validate the applicability of our map with a second set of student designers, who found the map useful as a comparative and reflective tool.
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为游戏直播中的用户参与映射设计空间
Twitch等直播网站为远程用户提供了参与和影响游戏玩法的新途径。虽然研究考虑了用户如何与游戏互动,但HCI缺乏明确划分用户参与的潜在设计空间。本文为学生设计师介绍并验证了游戏直播中观众参与的主题图。这张地图是一个镜头,揭示了代理、节奏和社区的主题和子主题之间的关系,以探索、反思、描述和理解新兴的、复杂的设计空间。我们是第一个阐明这样一个镜头,并提供一个反思的工具,以支持未来的研究和教育。为了创建地图,我们对Twitch的观众参与课程的设计过程文档进行了主题分析,使用这种分析来视觉协调重要主题之间的关系。为了帮助学生设计师分析和反思已有的经验,我们在主题地图的基础上补充了一套映射程序。我们用第二组学生设计师验证了我们地图的适用性,他们发现地图作为一个比较和反思的工具很有用。
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