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Watch me playing, i am a professional: a first study on video game live streaming

Published: 16 April 2012 Publication History

Abstract

"Electronic-sport" (E-Sport) is now established as a new entertainment genre. More and more players enjoy streaming their games, which attract even more viewers. In fact, in a recent social study, casual players were found to prefer watching professional gamers rather than playing the game themselves. Within this context, advertising provides a significant source of revenue to the professional players, the casters (displaying other people's games) and the game streaming platforms. For this paper, we crawled, during more than 100 days, the most popular among such specialized platforms: Twitch.tv. Thanks to these gigabytes of data, we propose a first characterization of a new Web community, and we show, among other results, that the number of viewers of a streaming session evolves in a predictable way, that audience peaks of a game are explainable and that a Condorcet method can be used to sensibly rank the streamers by popularity. Last but not least, we hope that this paper will bring to light the study of E-Sport and its growing community. They indeed deserve the attention of industrial partners (for the large amount of money involved) and researchers (for interesting problems in social network dynamics, personalized recommendation, sentiment analysis, etc.).

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  • (2024)Context-Aware Cross-Layer Congestion Control for Large-Scale Live StreamingIEEE/ACM Transactions on Networking10.1109/TNET.2024.339767132:5(3743-3759)Online publication date: Oct-2024
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  1. Watch me playing, i am a professional: a first study on video game live streaming

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    cover image ACM Other conferences
    WWW '12 Companion: Proceedings of the 21st International Conference on World Wide Web
    April 2012
    1250 pages
    ISBN:9781450312301
    DOI:10.1145/2187980
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Univ. de Lyon: Universite de Lyon

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 April 2012

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    Author Tags

    1. e-sport
    2. popularity prediction
    3. ranking
    4. social community
    5. starcraft ii
    6. twitch.tv
    7. video game

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    WWW 2012
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    • Univ. de Lyon
    WWW 2012: 21st World Wide Web Conference 2012
    April 16 - 20, 2012
    Lyon, France

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    Overall Acceptance Rate 1,899 of 8,196 submissions, 23%

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    Cited By

    View all
    • (2024)A Meta-Ethnography of Player Motivation in Digital Games: The 28 Dimensions of PlayGames and Culture10.1177/15554120241242332Online publication date: 13-Apr-2024
    • (2024)"I Felt Everyone Was a Streamer": An Empirical Study on What Makes Avatar Collective Streaming EngagingProceedings of the ACM on Human-Computer Interaction10.1145/36373448:CSCW1(1-25)Online publication date: 26-Apr-2024
    • (2024)Context-Aware Cross-Layer Congestion Control for Large-Scale Live StreamingIEEE/ACM Transactions on Networking10.1109/TNET.2024.339767132:5(3743-3759)Online publication date: Oct-2024
    • (2024)SemanticAd: A Multimodal Contextual Advertisement Framework for Online Video Streaming PlatformsIEEE Access10.1109/ACCESS.2024.339592212(63142-63155)Online publication date: 2024
    • (2024)Predicting the financial and viewership success of livestreamersJournal of Media Business Studies10.1080/16522354.2024.232422621:3(248-267)Online publication date: 29-Feb-2024
    • (2024)We’re All Friends Here: Examining Transparasocial Interaction on Twitch and Its Effects on Strategic CommunicationsJournal of Interactive Advertising10.1080/15252019.2024.232034324:2(127-142)Online publication date: 24-Apr-2024
    • (2024)Audience Participation Fighting Game: exploring social facilitation for an enhanced APG experienceHeliyon10.1016/j.heliyon.2023.e23967(e23967)Online publication date: Jan-2024
    • (2024)A verifiable data integrity scheme for distributed data sharing in fog computing architectureFuture Generation Computer Systems10.1016/j.future.2023.08.016150(64-77)Online publication date: Jan-2024
    • (2024)From Spectatorship to Loyalty: Unraveling the Influence of Game Streaming Watch and Gaming-Related Social Connectivity on MOBA GamersComputers in Human Behavior10.1016/j.chb.2024.108433(108433)Online publication date: Sep-2024
    • (2024)Comparison of Prediction Methods on Large-Scale and Long-Term Online Live Streaming DataData Mining and Big Data10.1007/978-981-97-0837-6_3(28-47)Online publication date: 22-Feb-2024
    • Show More Cited By

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