Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming
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Watch me Playing, I am a Professional: a First Study on Video Game Live Streaming Mehdi Kaytoue, Arlei Silva, Chedy Raïssi Loïc Cerf, Wagner Meira Jr. INRIA Nancy Grand Est Universidade Federal de Minas Gerais 54500 – Vandœuvre-lès-Nancy – France 31.270-010 – Belo Horizonte (MG) – Brazil [email protected] {kaytoue,arlei,lcerf,[email protected]} ABSTRACT and fans. Indeed, a recent social study has shown that video \Electronic-sport" (E-Sport) is now established as a new en- game players prefer watching pro-gamers playing, rather tertainment genre. More and more players enjoy stream- than playing themselves [4]. ing their games, which attract even more viewers. In fact, The main difference with respect to traditional sports lies in a recent social study, casual players were found to pre- in the fact that the vast majority of the events are only online fer watching professional gamers rather than playing the and an important remark is that members of the community are acquainted with social networks such as Facebook or game themselves. Within this context, advertising provides 1 a significant source of revenue to the professional players, Twitter and web platforms like Youtube . As a conse- the casters (displaying other people's games) and the game quence, a new type of social community is emerging, very streaming platforms. For this paper, we crawled, during active on several web social platforms and of a particular more than 100 days, the most popular among such special- interest for the social network research community. In this paper, we focus on the media that is gaining a ized platforms: Twitch.tv. Thanks to these gigabytes of data, we propose a first characterization of a new Web com- lot of interest since last year in E-Sports: \Online live video munity, and we show, among other results, that the number streaming'', also known as social TV [1] which attracts tens of viewers of a streaming session evolves in a predictable way, of thousands of spectators on a daily basis. This success is that audience peaks of a game are explainable and that a mainly visible on Twitch.tv, a live video streaming plat- Condorcet method can be used to sensibly rank the stream- form. Typically, major tournaments are broadcast, but gen- ers by popularity. Last but not least, we hope that this erally a single player broadcast his games, chats, explains paper will bring to light the study of E-Sport and its grow- his game style and gives advices, which finally induces new ing community. They indeed deserve the attention of indus- kinds of relationships between him and his spectators. trial partners (for the large amount of money involved) and Our goal is to give a first characterization of this new researchers (for interesting problems in social network dy- community by analyzing Twitch audiences. We crawled namics, personalized recommendation, sentiment analysis, the list of active live video streams along with their respec- etc.). tive number of viewers every five minutes from September 29th, 2011 to January 09th, 2012. One of the authors of this paper is an active member of this community and also Categories and Subject Descriptors plays the expert role. Our data analysis enables (i) to char- J.4 [Computer Applications]: Social and behavioral sci- acterize video streams qualitatively (identifying the games ences and the player location) and quantitatively through their viewer counts, durations, and audience, (ii) to early predict the audience of a stream, and finally (iii) to rank the most Keywords popular players. We believe that these results are of major E-sport, Twitch.tv, Video game, StarCraft II, Social com- interest for all actors of this community. For example, pop- munity, Popularity prediction, Ranking ularity is key in a pro-gamer career, strongly influencing his revenues (sponsors, invitations to tournament with prizes2 3 1. INTRODUCTION and advertisement revenues while streaming ). We argue along the paper that watching video game live George Bernard Shaw once wrote that \We don't stop streams tends more and more towards becoming a new kind playing because we grow old, we grow old because we stop of entertainment on its own. This new media democratizes playing...". Enjoying video games at a professional level is the discovery of new video games or professional gaming not a young boy dream anymore and the best evidence is the scene. Twitch is a witness of the growing interest in E- amazing evolution of electronic sports over the last decade. Similarly to traditional sports, electronic sports attract a vast community of professional players (pro-gamers), teams, 1The channel \HuskyStarcraft" which covers a real-time commentators, sponsors, and most importantly, spectators strategy game has more than 271 millions of views over the period from June 2009 to February 2012. Copyright is held by the International World Wide Web Conference Com- 2e.g. http://www.sc2charts.net/en/edb/ranking/prizes mittee (IW3C2). Distribution of these papers is limited to classroom use, 3 and personal use by others. Enabling some pro-gamers to fully support themselves fi- WWW 2012 Companion, April 16–20, 2012, Lyon, France. nancially according to http://wiki.teamliquid.net ACM 978-1-4503-1230-1/12/04. Sport that should get attention of researchers as well as in- 70000 1600 viewers streamers dustrials and business makers. 60000 1400 The rest of the paper is organized as follow. Firstly, we present our data and its main characteristics in Section 2. 50000 1200 Then, Section 3 shows that linear regression can help pre- 40000 1000 dicting the audience of streamers. We then focus our at- 30000 800 tention over the most popular games and Section 4 shows avg nb of viewers avg nb of streamers how audience for each specific game is related with real- 20000 600 world events. Section 5 presents how Twitch data allow 10000 400 to determine and rank popular progamers. The paper ends Sun Mon Tue Wed Thu Fri Sat Sun with related work in Section 6 and perspectives of further research, especially in social networks dynamics. Figure 1: Average viewer count by weeks. 2. A FIRST INSIGHT INTO THE DATA Our goal is to analyse the interest in E-Sport and the pop- ularity of their main actors based on the web media Twitch. A Twitch user can be either a casual game player, a pro- fessional player, an E-Sport commentator or an organiza- tion. In all cases, the user streams video contents about a game that is watched by spectators over internet. Twitch is provided with an Application Programming Interface (API) which allows to get a list of the active video streams at a given time, their description, and the number of spectators watching each stream. In this section, we present our dataset and its main characteristics that provide us a first charac- terization of video gaming community as web spectators. Figure 2: Longitudinal distribution of streams. Dataset. We crawled the list of active streams every five minutes on a period spanning from September 29th, 2011 to January 09th, 2012. The data collection is performed with a General audience characteristics. Figure 1 gives the single HTTP request4 every five minutes. As a result, we ob- average number of active streams and spectators for each tain a list of more than 24 millions tuples of the form (date, day of the week. It clearly appears that streams are more login, game, description, count, ...) as explained in Table 1. followed at the end of the week, which highlights the enter- Due to network issues, the crawling operation missed 832 taining nature of these videos (another important remark timestamps on a total of 29; 124 expected (i.e. less than 3% is that the vast majority of events like tournaments take invalid data). We also filtered out illegal streams that were place only on week-ends). One can also observe the fol- closed by Twitch administrators due to terms of service lowing facts: (i) the ratio between the average number of violations after the request of the copyright holder of the viewers and streamers clearly grows from Thursday to Sun- streamed content. Table 2 gives a summary of our dataset5. day due to tournaments, (ii) the average number of viewers and that of streamers appears to be synchronized during the working weekdays, this synchronization, however, is lost Table 1: Data tuples description (primary key). over the week-ends. Lastly, the curve representing the num- field description ber of active streams shows for each day two consecutive date The date of crawling of the tuple login Unique identifier of a user/streamer peaks, which may correspond to European (first one) and game The game or topic of the stream description A text description of the stream count The number of viewers/spectators watching the stream at a given time 70000 60000 Table 2: Summary of the dataset 50000 Period of analysis Sept 29, 11 - Jan 9, 12 40000 #timestamps 28,292 (832 missing) #logins 129,332 30000 #games 17,749 #tuples 24,018,644 20000 #illegal tuples 369,470 (1.54%) Oct. 11 Nov. 11 Dec. 11 Jan. 12 #sessions 1,175,589 #views 27,120,337 IEM N-Y Home Story Cup Length streamed 215.3 years MLG Orlando NASL S2 Finals Length watched 9,622.4 years IGN Pro League NE League S2 Grand Finals DreamHack Winter 12 hours for charity Blizzard Cup #views 4api.justin.tv/api/stream/list.xml?category=gaming Figure 3: Average viewer count each day related 5Available at http://dcc.ufmg.br/%7Ekaytoue/?p=msnd12 with major E-Sport events. American (second one) users, as was found for other live ysis for YouTube videos [2], has found that the top 10% streaming workload [10].