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Be Part Of It: Spectator Experience in Gaming and Esports

Published: 25 April 2020 Publication History

Abstract

With rapid advances in streaming technology and the rise of esports, spectating other people playing video games has become a mass phenomenon. Today, both live video game streaming and esports are a booming business attracting million of viewers. This offers an opportunity for Human-Computer Interaction (HCI) research to explore how to support spectator experiences. This workshop aims to foster discussion on how technology and HCI can help to transform the act of spectating games and particularly esports from a passive (watching) to a more active - and engaging - experience. Through this workshop we aim to explore opportunities for research, promote interdisciplinary exchange, increase awareness, and establish a community on the subject matter.

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Cited By

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  • (2024)From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and BeyondProceedings of the 2024 ACM International Conference on Interactive Media Experiences10.1145/3639701.3656318(94-107)Online publication date: 7-Jun-2024
  • (2024)Immersive Experience Design of (e)sports EventsHCI International 2024 – Late Breaking Posters10.1007/978-3-031-78561-0_24(239-248)Online publication date: 30-Dec-2024
  • (2023)Spectator LF Streamer: Facilitating Better Stream Discovery through Spectator Motivations and Stream AffordancesCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616089(135-142)Online publication date: 6-Oct-2023
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cover image ACM Conferences
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
April 2020
4474 pages
ISBN:9781450368193
DOI:10.1145/3334480
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.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 April 2020

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Author Tags

  1. audience experience
  2. esports
  3. spectatorship
  4. streaming

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

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CHI 2025
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April 26 - May 1, 2025
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Cited By

View all
  • (2024)From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and BeyondProceedings of the 2024 ACM International Conference on Interactive Media Experiences10.1145/3639701.3656318(94-107)Online publication date: 7-Jun-2024
  • (2024)Immersive Experience Design of (e)sports EventsHCI International 2024 – Late Breaking Posters10.1007/978-3-031-78561-0_24(239-248)Online publication date: 30-Dec-2024
  • (2023)Spectator LF Streamer: Facilitating Better Stream Discovery through Spectator Motivations and Stream AffordancesCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616089(135-142)Online publication date: 6-Oct-2023
  • (2023)Power to the Spectator: Towards an Enhanced Video Game Stream Discovery ExperienceComputer-Human Interaction Research and Applications10.1007/978-3-031-49368-3_22(349-360)Online publication date: 23-Dec-2023
  • (2022)Esports meets human-computer interactionInteractions10.1145/352485529:3(42-47)Online publication date: 2-May-2022
  • (2022)DreamStream: Immersive and Interactive Spectating in VRProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517508(1-17)Online publication date: 29-Apr-2022
  • (2022)The effectiveness of event marketing in an attention economy: Findings from Twitch live-stream esports tournament eventsJournal of Media Economics10.1080/08997764.2022.211550334:3(194-211)Online publication date: 24-Aug-2022
  • (2022)The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-PlayersEntertainment Computing – ICEC 202210.1007/978-3-031-20212-4_23(283-295)Online publication date: 1-Nov-2022
  • (2021)“Constant Pressure of Having to Perform”: Exploring Player Health Concerns in EsportsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445733(1-14)Online publication date: 6-May-2021
  • (2021)Disentangling the Motivational Pathways of Recreational Esports Gamblers: A Laddering StudyProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445287(1-15)Online publication date: 6-May-2021
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