Title
Live-streaming changes the (video) game
Abstract
Video games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television broadcasts. In this paper we look at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved. An interesting part of this phenomenon is its relation to the malleability of activity and passivity; video games are traditionally active but spectatorship brings an element of passivity, whereas television is traditionally passive but interactive television brings an element of activity. We explore this phenomenon based on selected examples and stimulate a discussion around how such understanding from the video game field could be interesting for interactive television.
Year
DOI
Venue
2013
10.1145/2465958.2465971
EuroITV
Keywords
DocType
Citations 
live-streaming change,interesting part,video game field,active medium,interactive television,selected example,video game,video game spectating,traditional television broadcast,different community
Conference
9
PageRank 
References 
Authors
0.63
10
3
Name
Order
Citations
PageRank
Thomas Smith1223.01
Marianna Obrist274081.74
Peter Wright31645203.56