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首页> 外文期刊>Information visualization >Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3's trends on Twitch.tv and Steam platforms
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Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3's trends on Twitch.tv and Steam platforms

机译:在游戏玩家,观看者和用户中享受死亡:Twitch.tv和Steam平台上Dark Dark Souls 3趋势的网络可视化

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摘要

In current Game Research, gaming service platforms such as PlayStation Network, Steam, and Twitch.tv represent a still poorly investigated topic. Despite the millions of monthly viewers and members, little efforts have been done to shed light on their dynamics and trends. This article aims to address such a lack by presenting the findings of an empirical inquiry guided by the key concepts of “platform” and “actor–network theory” with the support of a novel network visualization technique. Specifically, the role-playing game Dark Souls 3 –related activity on Steam and Twitch.tv was collected for the first 20 days from the release (12 April–1 May 2016). Targeted data concerned several variables among which: most viewed streamers, streaming types, debating topics and reviews’ highlights on Steam (etc.) through screenshots, user-generated content, and text gathering. Data were processed and then visualized with the network-oriented software Gephi for uncovering associations and patterns in the targeted online environments. The action game The Division worked as an exploratory case study and counter-example for stressing the proposal. Although with some limitations, the visualization strategy adopted (four networks for each platform) proved to be effective in framing and communicating the results in a straightforward way. Finally, findings enlightened a phenomenon (i.e. gaming service platforms), that is, getting increasingly central in digital entertainment, and might inform further investigations with alternative designs and focuses.
机译:在当前的游戏研究中,诸如PlayStation Network,Steam和Twitch.tv之类的游戏服务平台代表了一个尚未深入研究的话题。尽管每月有数以百万计的观众和成员,但几乎没有做出任何努力来阐明他们的动态和趋势。本文旨在通过在新颖的网络可视化技术的支持下,以“平台”和“行为者-网络理论”的关键概念为指导,提出实证研究的结果,来解决这种不足。特别是,在发行后的前20天内(2016年4月12日至5月1日)收集了Steam和Twitch.tv上与角色扮演游戏Dark Souls 3相关的活动。目标数据涉及几个变量,其中包括:通过屏幕截图,用户生成的内容和文本收集,观看最多的流媒体,流媒体类型,辩论主题和评论在Steam等上的要点。处理数据,然后使用面向网络的软件Gephi可视化,以发现目标在线环境中的关联和模式。动作游戏该司作为探索性案例研究和反例来强调该提案。尽管有一定的局限性,但采用的可视化策略(每个平台四个网络)被证明可以有效地以一种直接的方式构建框架并传达结果。最后,研究结果启发了一种现象(即游戏服务平台),即在数字娱乐中变得越来越重要,并可能通过其他设计和重点为进一步的调查提供依据。

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