Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming
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Understanding Professional Gaming
STOCKHOLM SCHOOL OF ECONOMICS DEPARTMENT OF MANAGEMENT AND ORGANISATION MSC IN BUSINESS AND ECONOMICS MASTER’S THESIS Understanding professional gaming A comparative analysis of Korean and Western organisations Kristofer Lindahl (40216) and Cedric Diserens (40218) 10/12/2012 Supervisor : Johan Berglund Examiner : Dag Björkegren Abstract In this thesis we seek to explore how “Professional Gaming Teams” in Korea and the western world are different from each other, and the underlying reasons for those differences. We perform an extensive pre-study that provides a deeper understanding of the eSport environment, identify theoretical frameworks to explain the differences between teams, and apply these frameworks to explain how the external environment affects the internal culture of the teams. In order to do this, we conduct critical interviews with game developers, tournament organizers, and team managers. We combine these sources with podcasts, news articles, and other types of media produced by the very active eSport community to create a foundational understanding of a market that has received next to no attention in academic circles. We employ McKinsey’s 7s framework to show how the internal workings of Professional Gaming Teams in Korea are different from those in the west. We also utilize PESTLE model, as well as Porter’s Five Forces to analyze the external environment of the eSport market. These three models provide a holistic approach and a broad understanding of forces that were, until recently, unexplored in the eSport industry. The results of our thesis show that it is external influences that cause Korean and Western teams to focus on different dimensions of their organizations. -
Approaching Growth in E-Sports Jordan Thomas Brauer Worcester Polytechnic Institute
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects January 2014 Approaching Growth in E-Sports Jordan Thomas Brauer Worcester Polytechnic Institute Julien Henri Van Wambeke-Long Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Retrieved from https://digitalcommons.wpi.edu/ iqp-all/1319 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. WORCESTER POLYTECHNIC INSTITUTE INTERACTIVE QUALIFYING PROJECT Approaching Growth in E- Sports Designing a More Intuitive StarCraft Tournament Tracking Application 12/19/2013 Student Authors: Jordan Brauer, Julien Van Wambeke-Long Project Faculty Advisor: Professor Joeseph Beck Table of Contents 1. Introduction .......................................................................................................................................... 4 1.1. Online, Competitive, and Multiplayer Computer Games ............................................................. 5 1.2. Online Gaming ............................................................................................................................. -
Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming
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. -
“Beautiful Forcefields!”
“Beautiful Forcefields!” Promotional Metadiscursive Language in eSports Commentaries ” Underbara kraftfält!” Promotionsbef rämjande metadiskursivt språ k i eSportskommentar er Johannes Byrö Faculty of Arts and Social Sciences English English III: D egree Project 15hp Supervisor: Andrea Schalley Examiner : Solveig Granath October 2017 Title: “Beautiful Forcefields!”: Promotiona l Metadiscursive language in eSports Commentaries Titel på svenska: ” Underbara kraftfält!”: Promoti onsbef rämjande metadiskursi v t språk i eSportskommenta rer Author: Johannes Byrö Pages: 45 Abstract For an eSports commentator, the ability to promote the rivalry between the competitors is just as important as fast and accurate commentary. Th us, it is of interest how an experienced commentator achieves this promotional language per some theoretical framework. Using the relatively new and unexplored linguistic field of pro motional metadiscourse the quality o f comment ary can be evaluated quantifiably . T hus, t his paper investigates the promotional l anguage used by accomplished eSports commentators, in contrast to inexpe rienced novices, in the game StarCraft II. This is achieved with a lexical analysis of two StarCraft I I commentaries using categories of promotional langu age previously identified in press releases. Experienced commentators were found to have a much more extensive and varied vocabulary than their inexperienced counterparts, adopting stronger evaluative adj ectives and adverbs, as well as metaphorical language, in their commentaries. After comparing the commentaries with each other, the comments of two experienced commentators were compared. In this analysis, the same results were found in regards to commenta tor experience, as the less experienced commentator in this team featured less varied and weaker evaluative language than his more experienced co - commentator, yet more varied and evaluative than the novices . -
286 Nicholas Robinson* I. INTRODUCTION
NORTH CAROLINA JOURNAL OF LAW & TECHNOLOGY VOLUME 20, ISSUE 2: DECEMBER 2018 FROM ARCADES TO ONLINE: UPDATING COPYRIGHT TO ACCOMMODATE VIDEO GAME STREAMING Nicholas Robinson* I. INTRODUCTION ........................................................................286 II. VIDEO GAME BACKGROUND .................................................290 A. Gaming Industry ...........................................................290 B. Live Video Game Streaming .........................................296 III. THE COPYRIGHTS OF VIDEO GAMES ..................................304 A. Performance and Display .............................................305 B. Fair Use ........................................................................307 C. The Audiovisual Definition ...........................................311 D. Board Games ................................................................317 IV. RESTRICTIONS ON THE RIGHTS OF THE PLAYERS ..............321 A. Authorship .....................................................................322 B. End User License Agreements ......................................323 C. Impression Prods. v. Lexmark Int’l, Inc. ......................327 V. CONCLUSION ..........................................................................329 I. INTRODUCTION On March 14, 2018, a super group consisting of a few extremely popular musicians, an online personality, and a professional football player joined to play the video game Fortnite. The professional gamer, Ninja, hosted the group on his Twitch stream and it became -
Online Harassment and Content Moderation: the Case of Blocklists
Online Harassment and Content Moderation: The Case of Blocklists SHAGUN JHAVER, SUCHETA GHOSHAL, AMY BRUCKMAN, and ERIC GILBERT, Georgia Institute of Technology Online harassment is a complex and growing problem. On Twitter, one mechanism people use to avoid ha- rassment is the blocklist, a list of accounts that are preemptively blocked from interacting with a subscriber. In this article, we present a rich description of Twitter blocklists – why they are needed, how they work, and their strengths and weaknesses in practice. Next, we use blocklists to interrogate online harassment – the forms it takes, as well as tactics used by harassers. Specifically, we interviewed both people who use block- lists to protect themselves, and people who are blocked by blocklists. We find that users are not adequately protected from harassment, and at the same time, many people feel that they are blocked unnecessarily and unfairly. Moreover, we find that not all users agree on what constitutes harassment. Based on our findings, we propose design interventions for social network sites with the aim of protecting people from harassment, while preserving freedom of speech. CCS Concepts: • Human-centered computing → Empirical studies in collaborative and social com- puting; Ethnographic studies; Additional Key Words and Phrases: Online harassment, moderation, blocking mechanisms, gamergate, blocklists ACM Reference format: Shagun Jhaver, Sucheta Ghoshal, Amy Bruckman, and Eric Gilbert. 2018. Online Harassment and Con- tent Moderation: The Case of Blocklists. ACM Trans. Comput.-Hum. Interact. 25, 2, Article 12 (March 2018), 33 pages. https://doi.org/10.1145/3185593 1 INTRODUCTION 1.1 Online Harassment In mid 2016, 25-year-old Erin Schrode was in the middle of her congressional campaign. -
Storm of Heroes Youtube
Storm of heroes youtube The official YouTube channel for the game Heroes of the Storm, a raucous online team brawler starring your favorite Blizzard characters. ESRB Rating: TEEN wi. The Lich Lord of The Plaguelands, Commander of The Dread Necropolis, Master of the Cold Dark, Founder of. GAME 2! ? v=q_ATnAESCWk SECOND CHANNEL: It's nonstop mayhem as epic Blizzard heroes clash on unique battlegrounds in Blizzard Entertainment's. Click here for the Heroes of the Storm Daily Quest Gameplay playlist. As the new warchief of the Horde, Garrosh is a proud and vicious warrior who rules with an iron fist. His hatred. The infestation spreads within the Nexus Get all the necessary information and gameplay tips on our newest. ชอื เกม: Storm of Heroes คา่ ย: Hoolai Game Ltd แนวเกม: RPG กราฟฟิค: 2D ภาษา: ภาษาอังกฤษ คําแนะนําเบอื งตน้ : การแสวงหามหากาพย!์ เกม RPG. My German GAMING Channel: ➔ Visit RECON COMPANY. Once the Aspect of Wisdom, Malthael abandoned heaven after the Worldstone's destruction. In secret, he had. Get the BUFF AF Shirt! ➤ Thanks to Blizzard for sponsoring this video! Learn more. Hana Song, also known as “,” is both a world champion professional gamer and a burgeoning global icon. As. The battle begins soon! Teams from all over the globe are preparing for the launch of Heroes of the Storm's HGC competition, and you won't want to miss a. The Machines of War are nearly upon the Nexus. Find out what Heroes join the fight in this upcoming epic. After shattering the Worldstone, the young Amazon Cassia had changed. She had seen hatred, terror, and. -
Nerd/Geek Masculinity: Technocracy, Rationality
NERD/GEEK MASCULINITY: TECHNOCRACY, RATIONALITY, AND GENDER IN NERD CULTURE’S COUNTERMASCULINE HEGEMONY A Dissertation by ELEANOR AMARANTH LOCKHART Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Chair of Committee, Kristan Poirot Committee Members, Tasha Dubriwny Jennifer Mercieca Claire Katz Head of Department, J. Kevin Barge August 2015 Major Subject: Communication Copyright 2015 Eleanor Amaranth Lockhart ABSTRACT Nerd and geek culture have become subjects of increasing public concern in recent years, with growing visibility and power for technical professions and increasing relevance of video games, science fiction, and fantasy in popular culture. As a subculture, nerd/geek culture tends to be described in terms of the experiences of men and boys who are unpopular because of their niche interests or lack of social skills. This dissertation proposes the concept of nerd/geek masculinity to understand discourses of hegemonic masculinity in nerd/geek culture. Examining three case studies, the novel Ender’s Game by Orson Scott Card, the neoreactionary political ideology, and the #GamerGate controversy, the dissertation suggests that nerd/geek masculinity responds to a perceived emasculation of men who identify as nerds or geeks by constructing the interests, skills, and behaviors of nerd/geek culture as inherently male traits. In this way, nerd/geek masculinity turns the very traits nerds and geeks are often mocked for into evidence of manhood – as the cost of excluding women and queer people from nerd and geek culture. ii DEDICATION To my friends and family who have supported me through this process of scholarship and survival, especially Aeva Palecek and Emily O’Leary… you are my dearest friends. -
Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions. -
University of Oklahoma Graduate College An
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By CHRISTOPHER M. BINGHAM Norman, Oklahoma 2017 AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION APPROVED FOR THE DEPARTMENT OF COMMUNICATION BY _______________________________ Dr. Eric Kramer, Chair _______________________________ Dr. Ralph Beliveau _______________________________ Dr. Ioana Cionea _______________________________ Dr. Lindsey Meeks _______________________________ Dr. Sean O’Neill Copyright by CHRISTOPHER M. BINGHAM 2017 All Rights Reserved. Dedication For Gram and JJ Acknowledgements There are many people I would like to acknowledge for their help and support in finishing my educational journey. I certainly could not have completed this research without the greater Twitch community and its welcoming and open atmosphere. More than anyone else I would like to thank the professional streamers who took time out of their schedules to be interviewed for this dissertation, specifically Trainsy, FuturemanGaming, Wyvern_Slayr, Smokaloke, MrLlamaSC, BouseFeenux, Mogee, Spooleo, HeavensLast. and SnarfyBobo. I sincerely appreciate your time, and am eternally envious of your enthusiasm and energy. Furthermore I would like to acknowledge Ezekiel_III, whose channel demonstrated for me the importance of this type of research to semiotic theory, as well as CohhCarnage and ItmeJP, whose show Dropped Frames, allowed further insight into the social milieu of professional Twitch streaming. I thank Drew Harry, PhD, Twitch’s Director of Science for responding to my enquiries. Finally, I thank all the streamers and fans who attended TwitchCon in 2015 and 2016, for the wonderful experience. -
MLG Winter Championship Columbus 2012 - AKTUALIZACJA Data Publikacji : 26.03.2012 Ocena: 5/5 (3)
MLG Winter Championship Columbus 2012 - AKTUALIZACJA Data publikacji : 26.03.2012 Ocena: 5/5 (3) Już w ten weekend rozegrany zostanie pierwszy w tym roku MLG Pro Circuit w mieście Columbus. Oczywiście jak zwykle nie zabrakło plejady gwiazd, począwszy od Koreańczyków, kończąc na najlepszych zagranicznych graczach na świecie! Turniej odbędzie się w dniach 23-25 marca, o formacie rozgrywek pisaliśmy już trochę w pierwszym MLG Arena, tym razem pula nagród wyniesie aż 76.000$ z czego 25.000$ przypadnie dla zwycięzcy. Oczywiście jak zawsze odbędą się rozgrywki grupowe, 4 grupy i gry open bracket, z którego 8 najlepszych graczy zakwalifikuje się do fazy grupowej. Znamy więc 16 graczy z grup, w tym aż 8 Koreańczyków. Grupy wyglądają następująco: Jednak wiele ciekawych gier odbędzie się jak zawsze w open bracket, w tej edycji lista zapisanych graczy wygląda naprawdę imponująco, zobaczymy wielu graczy z Europy i Korei: Sheth, Thorzain, Idra, Artist, Killer, Morrow, Hasuobs, Incontrol, aLive, Catz, Select, Puma, Rain, TLO, Machine, tyler, Polt, Stephano, Jinro, Bling, JYP, Golden, Sleep, Heart, Kiwikaki, Destiny, Symbol i wielu innych. Całą listę graczy można zobaczyć tutaj. Jeśli dobrze liczę, w open bracket zobaczymy aż 14 Koreańczyków! Szykuje się masa niesamowitych gier! ● Oczy wszystkich skierowane będą na open bracket, w którym będzie grał Polt i Stephano, ten drugi zapowiedział, że jeśli zajmie wysokie pozycje w 3 lanach w USA - Lone Star Clash (który wygrał), MLG i IPL4 to przedłuży swoją karierę progamera o kolejny rok. Patrząc na dotychczasową formę Stephano i graczy, których ostatnio pokonał, można pokusić się o stwierdzenie, że zagrozić mogą mu tylko Koreańczycy poziomu GSL Code S, to jest DRG, Parting, Ganzi, MC, Polt i aLive, ewentualnie Naniwa, który pokazał świetną formę na MLG Arena pokonując dwóch najlepszych zergów na świecie. -
Gameplay Livestreaming: Human Agents of Gamespace and Their Parasocial Relationships
GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information Studies—Doctor of Philosophy 2019 ABSTRACT GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith Gameplay livestreaming is an increasingly popular form of media, with tens of thousands of people choosing to do it as either a hobby or career. Once each of these individuals creates a Twitch account and starts broadcasting themselves, they become a media figure. This dissertation examined the chats from thousands of partnered Twitch channels. The two key areas of examination are parasocial relationships and gameplay engagement. Parasocial relationshxips state that media users can begin to develop perceived relationships with media figures as they consume content containing that figure. A series of Python bots gathered chat and stream data over a month from 30 Twitch categories (e.g., Hearthstone, League of Legends, Art, and Just Chatting). The bots logged a total of 321,189,309 messages from 6,564,307 senders and 117,943 channels. After cleaning the data for partnership status, stream language, and message count, coding divided the remaining 3,224,942 messages from 1,298,148 senders and 3,127 channels into their appropriate groups (i.e., messages target and stream content). The research hypotheses subdivided the dataset several times. All hypotheses had the messages separated between streamer-specific messages and other-specific messages. Streamer-specific messages are messages which include the at symbol (@) and the channel name, thus signaling message intentionality to the streamer.