[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3027063.3052765acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article
Open access

Chat Speed OP PogChamp: Practices of Coherence in Massive Twitch Chat

Published: 06 May 2017 Publication History

Abstract

Twitch.tv, a streaming platform known for video game content, has grown tremendously since its inception in 2011. We examine communication practices in Twitch chats for the popular game Hearthstone, comparing massive chats with at least 10,000 concurrent viewers and small chats with fewer than 2,000 concurrent viewers. Due to the large scale and fast pace of massive chats, communication patterns no longer follow models developed in previous studies of computer-mediated communication. Rather than what other studies have described as communication breakdowns and information overload, participants in massive chats communicate in what we call 'crowdspeak.'

Supplementary Material

MP4 File (ea858-ford.mp4)

References

[1]
Gifford Cheung and Jeff Huang. 2011. Starcraft from the Stands: Understanding the Game Spectator. In Proceedings of the SIGCHI Conference on Human Factors in Computer Systems (CHI '11), 763--772. 1978942.1979053.
[2]
Jie Deng, Felix Cuadrado F, Gareth Tyson, and Steve Uhlig. 2015. Behind the Game: Exploring the twitch streaming platform. In 2015 International Workshop on Network and System Support for Games (NetGames), IEEE Press, Piscataway, NJ, Article No. 8. dx.doi.org/10.1109/NetGames.2015.7382994.
[3]
Jay Egger. 2015. How exactly do Twitch streamers make a living? Destiny breaks it down. Retrieved January 11, 2017 from Esports dailydot.com/esports/twitch-streamingmoney-careers-destiny/.
[4]
Patricia M. Greenfield and Kaveri Subrahmanyam. 2003. Online discourse in a teen chatroom: New codes and new modes of coherence in a visual medium. Journal of Applied Developmental Psychology 25, 6 (Dec 2003), 713738. j.appdev.2003.09.005.
[5]
William A. Hamilton, Oliver Garretson, and Andruid Kerne. 2014. Streaming on twitch: fostering participatory communities of play within live mixed media. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14), 1315--1324. 2556288.2557048.
[6]
Susan Herring. 1999. Interactional Coherence in CMC. Journal of Computer Mediated-Communication 4, 4 (Jun 1999), 0.
[7]
Quentin Jones, Mihai Moldovan, Daphne Raban, and Brian Butler. 2008. Empirical evidence of information overload constraining chat channel community interactions. In Proceedings of the 2008 ACM Conference on Computer supported cooperative work (CSCSW '08), 323--332.
[8]
Mehdi Kaytoue, Arlei Silva, Loic Cerf, Wagner Meira Jr, and Chedy Raissi. 2012. Watch me playing, I am a profressional: a First Study on Video Game Live Streaming. In Proceedings of the 21st International Conference on World Wide Web (WWW '12 Companion). ACM Press, New York, NY, 1181--1188.
[9]
Cameron Keng. 2014. Online Streaming And Professional Gaming Is A 300,000[USD] Career Choice. Retrieved January 4, 2016 from http://www.forbes.com/sites/cameronkeng/ 2014/04/21/online-streaming-professional-gaming-is-a300000-career-choice/#99e735921d99.
[10]
Manfred Kochen. 1978. Long-term implications of electronic information exchanges for information science. Bulletin of the American Society for Information Science 4, 1 (Jun 1978). 22--23.
[11]
Claude Lévi-Strauss. 1962. The Science of the Concrete. In Savage Mind, University of Chicago Press, Chicago, 1--22.
[12]
Ray Oldenburg. 1999. The great good place: Cafes, coffee shops, bookstores, bars, hair salons, and other hangouts at the heart of a community. Da Capo Press.
[13]
Ray Oldenburg and Dennis Brissett. 1982. 'The third place.' Qualitative sociology 5.4 (1982): 265--284.
[14]
Rui Pan, Lyn Bartram, and Carman Neustaedter. 2016. TwitchViz: A Visualization Tool for Twitch Chatrooms. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16), 1959--1965. 2851581.2892427.
[15]
John Paolillo. 1999. The Virtual Speech Community: Social Network and Language Variation on IRC. Journal of Computer-Mediated Communication 4, 4 (Jun 1999), 0.
[16]
Ronald E. Rice and Gail Love. 1987. Electronic Emotion Socioemotional Content in a Computer-Mediated Communication Network. Communication Research 14, 1 (Feb 1987), 85--100.
[17]
Diane J. Schiano. 1999. Lessons from LambdaMOO: A Social, Text-Based Virtual Environment. Presence: Teleoperators and Virtual Environments 8, 2: 127--139.
[18]
Alyson Shontell. 2014. Twitch CEO: Here's Why We Sold to Amazon For 970[USD] Million. Retrieved January 11, 2017 from businessinsider.com/twitch-ceo-heres-why-wesold-to-amazon-for-970-million-2014--8.
[19]
John Sinclair. 1996. The search for units of meaning. Textus 9, 1, 75--106.
[20]
Thomas Smith, Mariann Orbrist, and Peter Wright. 2013. Live-streaming changes the (video) game. In Proceedings of the 11th European conference on Interactive TV and video (EuroITV '13). ACM Press, New York, NY, 131--138. 2465958.2465971.
[21]
Paul Tassi. 2013. Talking Livestreams, eSports and the Future of Entertainment with Twitch. Forbes. Retrieved January 9, 2017 from http://www.forbes.com/sites/insertcoin/ 2013/02/05/talking-livestreams-esports-and-the-future-ofentertainment-with-twitch-tv/#5befe51219b3.
[22]
Stefan Trausan-Matu and Traian Rebedea. 2009. Polyphonic inter-animation of voices in VMT. In Studying virtual math teams, Gerry Stahl (Ed.), Springer US, 451--473.
[23]
Stefan Trausan-Matu and Traian Rebedea. 2010. A polyphonic model and system for inter-animation analysis in chat conversations with multiple participants. In International Conference on Intelligent Text Processing and Computational Linguistics, (March 2010), Springer Berlin Heidelberg, 354--363.
[24]
Twitch.tv. 2013. Twitch Retrospective. Retrieved January 11, 2017 from twitch.tv/year/2013.
[25]
Twitch.tv. 2014. Twitch Retrospective. Retrieved January 11, 2017 from twitch.tv/year/2014.
[26]
Connie K. Varnhagen, G. Peggy McFall, Nicole Pugh, Lisa Routledge, Heather Sumida-MacDonald, and Trudy E. Kwong. 2009. lol: new language and spelling in instant messaging. Reading and Writing 23, 6 (Jul 2010), 719733.
[27]
Justin D. Weisz, Sara Kiesler, Hui Zhang, Yuqing Ren, Robert E. Kraut, and Joseph A. Konstan. 2007. Watching Together: Integrating Text Chat with Video. In Proceedings of the SIGCHI Conference on Human Factors in Computing System (CHI '07). ACM Press, New York, NY, 877--886. 1240624.1240756.
[28]
Christopher C. Werry. 1996. Linguistic and Interactional Features of Internet Relay Chat. In Computer Mediated Communication: Linguistic, Social and Cross-Cultural Perspectives, Susan C. Herring (Ed). John Benjamins Publishing, Amsterdam, 47--64.

Cited By

View all
  • (2024)Innovación en ArquitecturaInnovation in ArchitectureVISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual10.62161/revvisual.v16.522716:2(205-216)Online publication date: 10-Apr-2024
  • (2024)Audience reconstructed: social media interaction by BTS fans during live stream concertsFrontiers in Psychology10.3389/fpsyg.2024.121493015Online publication date: 18-Apr-2024
  • (2024)Understanding political communication and political communicators on TwitchPLOS ONE10.1371/journal.pone.031442919:11(e0314429)Online publication date: 27-Nov-2024
  • Show More Cited By

Index Terms

  1. Chat Speed OP PogChamp: Practices of Coherence in Massive Twitch Chat

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2017
    3954 pages
    ISBN:9781450346566
    DOI:10.1145/3027063
    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike International 4.0 License.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 May 2017

    Check for updates

    Author Tags

    1. chat
    2. cmc
    3. computer-mediated communication
    4. twitch

    Qualifiers

    • Research-article

    Conference

    CHI '17
    Sponsor:

    Acceptance Rates

    CHI EA '17 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)366
    • Downloads (Last 6 weeks)40
    Reflects downloads up to 11 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Innovación en ArquitecturaInnovation in ArchitectureVISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual10.62161/revvisual.v16.522716:2(205-216)Online publication date: 10-Apr-2024
    • (2024)Audience reconstructed: social media interaction by BTS fans during live stream concertsFrontiers in Psychology10.3389/fpsyg.2024.121493015Online publication date: 18-Apr-2024
    • (2024)Understanding political communication and political communicators on TwitchPLOS ONE10.1371/journal.pone.031442919:11(e0314429)Online publication date: 27-Nov-2024
    • (2024)Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?Games and Culture10.1177/15554120241238262Online publication date: 27-Mar-2024
    • (2024)EXPRESS: The Sales Impacts of Traffic Acquisition Promotion in Live-Streaming CommerceProduction and Operations Management10.1177/10591478231224938Online publication date: 5-Feb-2024
    • (2024)Investigating the Role of Real-Time Chat Summaries in Supporting Live StreamersProceedings of the 50th Graphics Interface Conference10.1145/3670947.3670980(1-12)Online publication date: 3-Jun-2024
    • (2024)Exploring The Affordances of Game-Aware Streaming to Support Blind and Low Vision Viewers: A Design Probe StudyProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675665(1-13)Online publication date: 27-Oct-2024
    • (2024) Examining the Use of DanMu for Crowdsourcing Control in Virtual Gatherings International Journal of Human–Computer Interaction10.1080/10447318.2024.2375700(1-19)Online publication date: 18-Jul-2024
    • (2023)Interactions across Displays and Space: A Study of Virtual Reality Streaming Practices on TwitchProceedings of the ACM on Human-Computer Interaction10.1145/36264737:ISS(242-265)Online publication date: 1-Nov-2023
    • (2023)Hate Raids on Twitch: Understanding Real-Time Human-Bot Coordinated Attacks in Live Streaming CommunitiesProceedings of the ACM on Human-Computer Interaction10.1145/36101917:CSCW2(1-28)Online publication date: 4-Oct-2023
    • Show More Cited By

    View Options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Login options

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media