2 research outputs found
Mapping design spaces for audience participation in game live streaming
Live streaming sites such as Twitch offer new ways for remote audiences to engage with and affect gameplay. While research has considered how audiences interact with games, HCI lacks clear demarcations of the potential design spaces for audience participation. This paper introduces and validates a theme map of audience participation in game live streaming for student designers. This map is a lens that reveals relationships among themes and sub-themes of Agency, Pacing, and Community-to explore, reflect upon, describe, and make sense of emerging, complex design spaces. We are the first to articulate such a lens, and to provide a reflective tool to support future research and education. To create the map, we perform a thematic analysis of design process documents of a course on audience participation for Twitch, using this analysis to visually coordinate relationships between important themes. To help student designers analyze and reflect on existing experiences, we supplement the theme map with a set of mapping procedures. We validate the applicability of our map with a second set of student designers, who found the map useful as a comparative and reflective tool
Supporting Participation Through Live Media
Throughout the past century, live media has grown to play a significant role in how we experience
the world. Live media connects people in real-time with events happening around the
world and helps people establish shared social realities. Recent live forms enabled by the internet
are shifting the paradigm away from just passively watching to actively participating. This
has significant implications for how we engage in critical aspects of society, including education,
politics, work, play, and everyday life. In this work, we focus on understanding emerging live
media phenomena and designing new forms to support participation. We do this through two core
approaches: qualitative investigations and live media probes.
To build an understanding of practice and communities, we conduct qualitative investigations
of two situated live media contexts: the video game live streaming site Twitch and massive open
online courses (MOOCs). Using Marshall McLuhan’s concept of hot and cool media, we explore
how live streaming as a medium affords building these online communities through participation
in shared experiences.
Building on these findings, we design, deploy, and evaluate live media probes. These probes
implement new forms of live media, with the goal of eliciting new forms of live experience and
participation. We first design Rivulet, a live media probe supporting new participatory modalities
and multiple simultaneous live streams. Through our investigation of Rivulet, we discover how,
by incorporating new modalities, we can support higher-impact forms of participation in live experiences.
Next, we design Collaborative Live Media Curation (CLMC), a new live media form
enabling the collaborative real-time assemblage of web media including text, images, sketch, and
live video and audio. We deploy LiveMâché, a CLMC probe, in four situated online learning
contexts to support participatory learning activities. We find that CLMC supports new forms of
real-time conversational grounding and participation. In conclusion, we summarize and discuss
our findings and discuss future directions for live media research