skip to main content
10.1145/3290607.3299016acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

All the World (Wide Web)'s a Stage: A Workshop on Live Streaming

Published: 02 May 2019 Publication History

Abstract

With the rise of live streaming and esports in recent years, it becomes increasingly important for the HCI community to understand this phenomenon. The organizers encourage people to submit papers with novel interfaces they wish to explore in a live streaming context. In this workshop, participants will discuss different facets of the live streaming experience and obtain a greater understanding of the culture that exists on streaming platforms like Twitch. They will then participate in a design exercise, forming groups and iterating on a design together. Discussion/design topics will include ideas encouraging audience participation, moderation of toxicity, and other such topics. Participants will leave the workshop with ideas about how they can better design games and other experiences taking the live streaming ecosystem into consideration.

References

[1]
{n. d.}. Twitch. http://www.twitch.tv
[2]
S. Ali, R. Moeller, J.O. Choi, and Jessica Hammer. 2017. Analytic frameworks for audience participation games and tools. Spectating Play: The thirteenth annual Tampere game research seminar (2017).
[3]
Guo Freeman and Donghee Yvette Wohn. 2017. eSports As An Emerging Research Context at CHI: Diverse Perspectives on Definitions. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '17). ACM, New York, NY, USA, 1601--1608.
[4]
Seth Glickman, Nathan Mckenzie, Joseph Seering, Rachel Moeller, and Jessica Hammer. 2018. Design Challenges for Livestreamed Audience Participation Games. (2018).
[5]
Oliver L Haimson and John C Tang. 2017. What Makes Live Events Engaging on Facebook Live, Periscope, and Snapchat. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 48--60.
[6]
Katherine Isbister. 2016. How Games Move Us: Emotion by Design. MIT Press.
[7]
Pascal Lessel, Alexander Vielhauer, and Antonio Krüger. 2017. Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case Study. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 1571--1576.
[8]
Matthew K Miller, John C Tang, Gina Venolia, Gerard Wilkinson, and Kori Inkpen. 2017. Conversational Chat Circles: Being All Here Without Having to Hear It All. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 2394--2404.
[9]
Raquel Robinson, Katherine Isbister, and Zachary Rubin. 2016. All the Feels : Introducing Biometric Data to Online Gameplay Streams. In CHI PLAY '16 Extended Abstracts. 261--267.
[10]
Raquel Robinson, Zachary Rubin, Elena MÃrquez Segura, and Katherine Isbister. 2017. All the Feels: Designing a Tool That Reveals Streamers' Biometrics to Spectators. In Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG '17). ACM, New York, NY, USA, 36:1--36:6.
[11]
Joseph Seering, Saiph Savage, Michael Eagle, Joshua Churchin, Rachel Moeller, Jeffrey P Bigham, and Jessica Hammer. 2017. Audience Participation Games: Blurring the Line Between Player and Spectator. In Proceedings of the 2017 Conference on Designing Interactive Systems (DIS '17). ACM, New York, NY, USA, 429--440.
[12]
Alina Striner and Brenna McNally. 2017. Transitioning Between Audience and Performer: Co-Designing Interactive Music Performances with Children. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '17). ACM, New York, NY, USA, 2115--2122.
[13]
John C. Tang, Funda Kivran-Swaine, Kori Inkpen, and Nancy Van House. 2017. Perspectives on Live Streaming: Apps, Users, and Research. proc. of CSCW 2017 January 2016 (2017), 123--126.
[14]
John C Tang, Gina Venolia, and Kori M Inkpen. 2016. Meerkat and Periscope: I Stream, You Stream, Apps Stream for Live Streams. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). ACM, New York, NY, USA, 4770--4780.

Cited By

View all
  • (2021)Think-Aloud Computing: Supporting Rich and Low-Effort Knowledge CaptureProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445066(1-13)Online publication date: 6-May-2021
  • (2020)Using live streams to share knowledgeProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426637(1-9)Online publication date: 26-Oct-2020
  • (2020)Toward Live Streamed Improvisational Game ExperiencesProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414226(148-159)Online publication date: 2-Nov-2020
  • Show More Cited By

Index Terms

  1. All the World (Wide Web)'s a Stage: A Workshop on Live Streaming

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    3673 pages
    ISBN:9781450359719
    DOI:10.1145/3290607
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 May 2019

    Check for updates

    Author Tags

    1. esports
    2. gameplay
    3. live streaming
    4. twitch
    5. youtube

    Qualifiers

    • Abstract

    Conference

    CHI '19
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)5
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 17 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2021)Think-Aloud Computing: Supporting Rich and Low-Effort Knowledge CaptureProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445066(1-13)Online publication date: 6-May-2021
    • (2020)Using live streams to share knowledgeProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426637(1-9)Online publication date: 26-Oct-2020
    • (2020)Toward Live Streamed Improvisational Game ExperiencesProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414226(148-159)Online publication date: 2-Nov-2020
    • (2019)IntroductionInteractions10.1145/337129727:1(36-39)Online publication date: 26-Dec-2019

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media