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首页> 外文期刊>ACM transactions on multimedia computing communications and applications >When Game Becomes Life: The Creators and Spectators of Online Game Replays and Live Streaming
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When Game Becomes Life: The Creators and Spectators of Online Game Replays and Live Streaming

机译:当游戏成为生活时:在线游戏重播和实时流媒体的创建者和观众

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Online gaming franchises such as World of Tanks, Defense of the Ancients, and StarCraft have attracted hundreds of millions of users who, apart from playing the game, also socialize with each other through gaming and viewing gamecasts. As a form of User Generated Content (UGC), gamecasts play an important role in user entertainment and gamer education. They deserve the attention of both industrial partners and the academic communities, corresponding to the large amount of revenue involved and the interesting research problems associated with UGC sites and social networks. Although previous work has put much effort into analyzing general UGC sites such as YouTube, relatively little is known about the gamecast sharing sites. In this work, we provide the first comprehensive study of gamecast sharing sites, including commercial streaming-based sites such as Amazon's Twitch.tv and community-maintained replay-based sites such as WoTreplays. We collect and share a novel dataset on WoTreplays that includes more than 380,000 game replays, shared by more than 60,000 creators with more than 1.9 million gamers. Together with an earlier published dataset on Twitch.tv, we investigate basic characteristics of gamecast sharing sites, and we analyze the activities of their creators and spectators. Among our results, we find that (i) WoTreplays and Twitch.tv are both fast-consumed repositories, with millions of gamecasts being uploaded, viewed, and soon forgotten; (ii) both the gamecasts and the creators exhibit highly skewed popularity, with a significant heavy tail phenomenon; and (iii) the upload and download preferences of creators and spectators are different: while the creators emphasize their individual skills, the spectators appreciate team-wise tactics. Our findings provide important knowledge for infrastructure and service improvement, for example, in the design of proper resource allocation mechanisms that consider future gamecasting and in the tuning of incentive policies that further help player retention.
机译:在线游戏专营权(如《战车世界》,《远古防御》和《星际争霸》)已经吸引了数亿用户,他们除了玩游戏外,还通过游戏和观看游戏广播相互交流。游戏广播作为用户生成内容(UGC)的一种形式,在用户娱乐和游戏玩家教育中发挥着重要作用。它们值得产业伙伴和学术界的关注,这与所涉及的大量收入以及与教资会网站和社交网络相关的有趣研究问题相对应。尽管先前的工作已投入大量精力来分析一般的UGC网站(例如YouTube),但对于游戏直播共享网站知之甚少。在这项工作中,我们提供了对游戏直播共享网站的首次全面研究,其中包括基于商业流媒体的网站(例如Amazon的Twitch.tv)和基于社区维护的基于重播的网站(例如WoTreplays)。我们在WoTreplays上收集并共享一个新颖的数据集,其中包括380,000多个游戏重播,由60,000多个创作者和190万以上的游戏玩家共享。与Twitch.tv上较早发布的数据集一起,我们研究了游戏直播共享网站的基本特征,并分析了其创作者和观众的活动。在我们的结果中,我们发现(i)WoTreplays和Twitch.tv都是快速消耗的存储库,有数百万个游戏广播被上载,查看并很快被忘记; (ii)游戏节目和创作者的流行度均偏高,并且尾巴现象严重; (iii)创作者和观众的上载和下载偏好不同:创作者强调个人技能时,观众欣赏团队合作的策略。我们的发现为基础架构和服务改进提供了重要的知识,例如,在设计适当的资源分配机制时考虑了未来的游戏广播,在调整激励政策以进一步帮助玩家留住方面。

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