Browse Items (1773 total)

Zolides, A. (2021). Gender moderation and moderating gender: Sexual content policies in Twitch’s community guidelines. New Media & Society, 23(10), 2999-3015.

Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I watching? Capturing the interplay of social and technological aspects of online live streaming. In GamiFIN (pp. 199-209).

Pollack, C. C., Kim, J., Emond, J. A., Brand, J., Gilbert-Diamond, D., & Masterson, T. D. (2020). Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch. Public…

Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In Proceedings of the 2020 ACM Designing Interactive Systems Conference (pp. 757-769).

Drankou, P., & Zykov, S. (2020). Chat-based approach applied to automatic livestream highlight generation. In International conference on intelligent decision technologies (pp. 437-447). Springer, Singapore.

Wohn, D. Y., & Freeman, G. (2020). Audience management practices of live streamers on Twitch. In ACM International Conference on Interactive Media Experiences (pp. 106-116).

Wahab, A., Ahmad, N., & Schormans, J. (2020). Variation in QoE of passive gaming video streaming for different packet loss ratios. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) (pp. 1-4). IEEE.

Abarbanel, B., & Johnson, M. R. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413.

Le, D. A., Maclntyre, B., & Outlaw, J. (2020). Enhancing the experience of virtual conferences in social virtual environments. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 485-494). IEEE.

Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New media & society, 23(6), 1681-1699.

Schofield, D., & LeDone, R. (2019). The Motivations of a Video Game Streamers and their Viewers. Screen Thought, 3(1), 1-14.

Foster, L. B., & Dunn, R. A. (2020). Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors. In Digital Marketing Strategies and Models for Competitive Business (pp. 160-186). IGI Global.

Yang, S., Lee, C., Shin, H. V., & Kim, J. (2020). Snapstream: Snapshot-based interaction in live streaming for visual art. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Schleiner, A. M. (2020). Ecologies of Friends: Boy Masters of Craft, Live-Streaming Jocks, and Pockets of Others. In Playful Participatory Practices (pp. 73-93). Springer VS, Wiesbaden.

Rines, O. (2020). Online Community Bonds as a Method of Mitigating Toxicity in an Interactive Livestream. In Multidisciplinary Perspectives on Media Fandom (pp. 303-322). IGI Global.

Tharatipyakul, A., Li, J., & Cesar, P. (2020). Designing user interface for facilitating live editing in streaming. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-8).

Yu, D. R., Chu, C. C., Lai, H. C., & Huang, J. L. (2020). Social Attentive Network for Live Stream Recommendation. In Companion Proceedings of the Web Conference 2020 (pp. 24-25).

Wang, C., Chen, H., & Huang, P. (2020). Towards Cost Effective Server Population Estimation: A Case Study of Twitch. In Companion Proceedings of the Web Conference 2020 (pp. 38-39).

Kobs, K., Zehe, A., Bernstetter, A., Chibane, J., Pfister, J., Tritscher, J., & Hotho, A. (2020). Emote-controlled: obtaining implicit viewer feedback through emote-based sentiment analysis on comments of popular twitch. tv channels. ACM transactions…

Ghabashneh, E., & Rao, S. (2020,). Exploring the interplay between CDN caching and video streaming performance. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications (pp. 516-525). IEEE.

Anjani, L., Mok, T., Tang, A., Oehlberg, L., & Goh, W. B. (2020). Why do people watch others eat food? An Empirical Study on the Motivations and Practices of Mukbang Viewers. In Proceedings of the 2020 CHI conference on Human Factors in Computing…

Phelps, A., & Consalvo, M. (2020). Laboring Artists: Art Streaming on the Videogame Platform Twitch. In Proceedings of the 53rd Hawaii International Conference on System Sciences.

Kim, J., Park, K., Song, H., Park, J. Y., & Cha, M. (2020). Learning how spectator reactions affect popularity on twitch. In 2020 IEEE International Conference on Big Data and Smart Computing (BigComp) (pp. 147-154). IEEE.

Seering, J., Hammer, J., Kaufman, G., & Yang, D. (2020). Proximate Social Factors in First-Time Contribution to Online Communities. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-14).

Seering, J., Luria, M., Ye, C., Kaufman, G., & Hammer, J. (2020). It takes a village: integrating an adaptive chatbot into an online gaming community. In Proceedings of the 2020 chi conference on human factors in computing systems (pp. 1-13).

Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N. (2020). Don't just watch, join. In: Exploring information behavior and copresence on Twitch. Computers in Human Behavior, 105, 106221.

Han, H. K., Huang, Y. C., & Chen, C. C. (2019). A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages. In Proceedings of the 2019 2nd Artificial Intelligence and Cloud Computing Conference (pp. 75-81).

Woodcock, J., & Johnson, M. R. (2019). Live streamers on Twitch. tv as social media influencers: Chances and challenges for strategic communication. International journal of strategic communication, 13(4), 321-335.

Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.

Kim, J., Bae, K., Park, E., & del Pobil, A. P. (2019). Who will subscribe to my streaming channel? The case of twitch. In Conference Companion Publication of the 2019 on Computer Supported Cooperative Work and Social Computing (pp. 247-251).

Cai, J., & Wohn, D. Y. (2019). What are Effective Strategies of Handling Harassment on Twitch? Users' Perspectives. In Conference companion publication of the 2019 on computer supported cooperative work and social computing (pp. 166-170).

Kim, B., Cheng, Y., Li, Z., Li, R., Tan, C., Wang, S., Shi, Y. & Hammer, J. (2019). Game With A Purpose To Collect Home Audio Data. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp.…

Jain, S., Niranjan, D., Lamba, H., Shah, N., & Kumaraguru, P. (2019). Characterizing and detecting livestreaming chatbots. In Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (pp. 683-690).

Bronzino, F., Schmitt, P., Ayoubi, S., Martins, G., Teixeira, R., & Feamster, N. (2019). Inferring streaming video quality from encrypted traffic: Practical models and deployment experience. Proceedings of the ACM on Measurement and Analysis of…

Chen, X., Nguyen, T. V., Shen, Z., & Kankanhalli, M. (2019). Livesense: Contextual advertising in live streaming videos. In Proceedings of the 27th ACM international conference on multimedia (pp. 392-400).

Harpstead, E., Rios, J. S., Seering, J., & Hammer, J. (2019). Toward a twitch research toolkit: a systematic review of approaches to research on game streaming. In Proceedings of the annual symposium on computer-human interaction in play (pp.…

Egliston, B. (2020). ‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game. New Media & Society, 22(6), 984-1003.

Törhönen, M., Sjöblom, M., Hassan, L., & Hamari, J. (2019). Fame and fortune, or just fun? A study on why people create content on video platforms. Internet Research, 30 (1).

Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J. (2019). Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers. In: Proceedings of the 52nd Hawaii International…

Flores-Saviaga, C., Hammer, J., Flores, J. P., Seering, J., Reeves, S., & Savage, S. (2019). Audience and streamer participation at scale on twitch. In Proceedings of the 30th ACM Conference on Hypertext and Social Media (pp. 277-278).

Sun, Y., Shao, X., Li, X., Guo, Y., & Nie, K. (2019). How live streaming influences purchase intentions in social commerce: An IT affordance perspective. Electronic Commerce Research and Applications, 37, 100886.

London, T. M., Crundwell, J., Eastley, M. B., Santiago, N., & Jenkins, J. (2019). Finding effective moderation practices on Twitch. Digital Ethics: Rhetoric and Responsibility in Online Aggression, 51-68.

Johnson, M. R., Carrigan, M., & Brock, T. (2019). The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv. First Monday, 24(8).

Chen, C. Y., & Chang, S. L. (2019). Moderating effects of information-oriented versus escapism-oriented motivations on the relationship between psychological well-being and problematic use of video game live-streaming services. Journal of Behavioral…

Abdullah, F., Yang, C., Paliyawan, P., Thawonmas, R., Harada, T., & Bachtiar, F. A. (2019). Promoting Emotions with Angry Birds-like Gameplay on Rube Goldberg Machine Levels. In 2019 IEEE International Conference on Consumer Electronics-Asia…

Todd, P. R., & Melancon, J. (2019). Gender differences in perceptions of trolling in livestream video broadcasting. Cyberpsychology, Behavior, and Social Networking, 22(7), 472-476.

Ask, K., Spilker, H. S., & Hansen, M. (2019). The politics of user-platform relationships: Co-scripting live-streaming on Twitch.tv. First Monday, 24(7).

Tang, M., & Huang, J. (2019). How to earn money in live streaming platforms?—A study of donation-based markets. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications (pp. 1558-1566). IEEE.

Aleta, A., & Moreno, Y. (2019). The dynamics of collective social behavior in a crowd controlled game. EPJ Data Science, 8(1), 22.

Areström, E., & Carlsson, N. (2019). Early online classification of encrypted traffic streams using multi-fractal features. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp. 84-89). IEEE.

Wohn, D. Y. (2019). Volunteer moderators in twitch micro communities: How they get involved, the roles they play, and the emotional labor they experience. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-13).

Arnett, L., Netzorg, R., Chaintreau, A., & Wu, E. (2019). Cross-platform Interactions and Popularity in the Live-streaming Community. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Cullen, A. L., & Ruberg, B. (2019). Necklines and'naughty bits' constructing and regulating bodies in live streaming community guidelines. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1-8).

Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481.

Consalvo, M. (2018). Kaceytron and transgressive play on Twitch. tv. Transgression in Games and Play, 83-98.

Lessel, P., Altmeyer, M., Hennemann, M., & Krüger, A. (2019). HedgewarsSGC: A Competitive Shared Game Control Setting. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Partin, W. C. (2019). Watch me pay: Twitch and the cultural economy of surveillance. Surveillance & Society, 17(1/2), 153-160.

Guarino, S., Eusebi, L., Bracken, B., & Jenkins, M. (2019). Using sociocultural data from online gaming and game communities. Social‐Behavioral Modeling for Complex Systems, 407-441.

Robinson, R. (2019). Using biometrics as a social intervention in gaming. In Proceedings of the thirteenth international conference on tangible, embedded, and embodied interaction (pp. 755-760).

Faas, T., Dombrowski, L., Brady, E., & Miller, A. (2019). Looking for group: Live streaming programming for small audiences. In International Conference on Information (pp. 117-123). Springer, Cham.

Seering, J., Luria, M., Kaufman, G., & Hammer, J. (2019). Beyond dyadic interactions: Considering chatbots as community members. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-13).

Consalvo, M., & Phelps, A. (2019). Performing game development live on Twitch. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Zimmer, F., & Scheibe, K. (2019). What drives streamers? Users’ characteristics and motivations on social live streaming services. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Cai, J., & Wohn, D. Y. (2019). Live streaming commerce: Uses and gratifications approach to understanding consumers’ motivations. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Seering, J., Wang, T., Yoon, J., & Kaufman, G. (2019). Moderator engagement and community development in the age of algorithms. New Media & Society, 21(7), 1417-1443.

Schirra, S., Holmes, D., & Rhee, A. (2018). Collecting observational data about online video use in the home using open-source broadcasting software. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online…

Robinson, N. (2018). From Arcades to Online: Updating Copyright to Accommodate Video Game Streaming. NCJL & Tech., 20, 286., HeinOnline

Atagün, E., Korkmaz, M., Tı̇muçı̇n, T., & Yücedağ, İ. (2018). Fuzzy Logic Based Decision Support System for Broadcaster on Twitch. In Proceedings of the International Technological Sciences And Design Symposium (pp. 27-29).

Zadtootaghaj, S., Barman, N., Schmidt, S., Martini, M. G., & Möller, S. (2018). NR-GVQM: A no reference gaming video quality metric. In 2018 IEEE International Symposium on Multimedia (ISM) (pp. 131-134). IEEE.

Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch. tv on the video game industry. Media, Culture & Society, 41(5), 670-688.

Koo, H. (2018). Factors affecting streamers' loyalty to live streaming platforms, 22nd Biennial Conference of the International Telecommunications Society (ITS):
"Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea,…

Li, Y., Kou, Y., Lee, J. S., & Kobsa, A. (2018). Tell me before you stream me: Managing information disclosure in video game live streaming. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Faas, T., Dombrowski, L., Young, A., & Miller, A. D. (2018). Watch me code: Programming mentorship communities on twitch. tv. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Zhao, K., Lu, Y., Hu, Y., & Hong, Y. (2018). Change, we can believe in: Examining spillover effect of content switching on live streaming platform. In 39th International Conference on Information Systems, ICIS 2018. Association for Information…

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20-28.

Jiang, Y., Paliyawan, P., Harada, T., & Thawonmas, R. (2018). An audience participation angry birds platform for social well-being. In the 19th annual European GAME-ON Conference on Simulation and AI in Computer Games (GAMEON’2018). September (pp.…

Lessel, P., Altmeyer, M., & Krüger, A. (2018). Viewers' perception of elements used in game live-streams. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 59-68).

Uszkoreit, L. (2018). With great power comes great responsibility: video game live streaming and its potential risks and benefits for female gamers. In Feminism in Play (pp. 163-181). Palgrave Macmillan, Cham.

Seering, J., Flores, J. P., Savage, S., & Hammer, J. (2018). The social roles of bots: evaluating impact of bots on discussions in online communities. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-29.

Glickman, S., McKenzie, N., Seering, J., Moeller, R., & Hammer, J. (2018). Design challenges for livestreamed audience participation games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (pp. 187-199).

Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and culture, 15(3), 328-346.

Ringer, C., & Nicolaou, M. A. (2018). Deep unsupervised multi-view detection of video game stream highlights. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1-6).

Bilal, K., Erbad, A., & Hefeeda, M. (2018). QoE-aware distributed cloud-based live streaming of multisourced multiview videos. Journal of Network and Computer Applications, 120, 130-144.

Jucker, A. H., Hausendorf, H., Dürscheid, C., Frick, K., Hottiger, C., Kesselheim, W., Linke, A., Meyer, N.& Steger, A. (2018). Doing space in face-to-face interaction and on interactive multimodal platforms. Journal of Pragmatics, 134, 85-101.

Hagen, D. (2017). Fair Use, Fair Play: Video Game Performances and Let's Plays as Transformative Use. Wash. JL Tech. & Arts, 13, 245., HeinOnline

Gros, D., Hackenholt, A., Zawadzki, P., & Wanner, B. (2018). Interactions of Twitch users and their usage behavior. In International Conference on Social Computing and Social Media (pp. 201-213). Springer, Cham.

Ren, Q., Cui, Y., Wu, W., Chen, C., Chen, Y., Liu, J., & Huang, H. (2018). Improving quality of experience for mobile broadcasters in personalized live video streaming. In 2018 IEEE/ACM 26th International Symposium on Quality of Service (IWQoS) (pp.…

Cai, J., Wohn, D. Y., Mittal, A., & Sureshbabu, D. (2018). Utilitarian and hedonic motivations for live streaming shopping. In Proceedings of the 2018 ACM international conference on interactive experiences for TV and online video (pp. 81-88).

Lin, C. Y., & Chen, H. S. (2019). Personalized channel recommendation on live streaming platforms. Multimedia Tools and Applications, 78(2), 1999-2015.

Browne, J. T., & Batra, B. (2018). Twickle: Growing Twitch Streamer's Communities Through Gamification of Word-of-Mouth Referrals. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video (pp.…

Todd, P. R., & Melancon, J. (2018). Gender and live-streaming: source credibility and motivation. Journal of Research in Interactive Marketing.

Dux, J., & Kim, J. (2018). Social live-streaming: Twitch. TV and uses and gratification theory social network analysis. Computer Science & Information Technology, 100, 47-61.

Lo, C. C. W. Y. (2018). When all you have is a banhammer: the social and communicative work of Volunteer moderators (Doctoral dissertation, Massachusetts Institute of Technology).

Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.

Wohn, D. Y., Freeman, G., & McLaughlin, C. (2018). Explaining viewers' emotional, instrumental, and financial support provision for live streamers. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13).

Nakandala, S., Ciampaglia, G., Su, N., & Ahn, Y. Y. (2017). Gendered conversation in a social game-streaming platform. In Proceedings of the International AAAI Conference on Web and Social Media (Vol. 11, No. 1, pp. 162-171).

Löffler, D., Giron, L., & Hurtienne, J. (2017). Night mode, dark thoughts: Background color influences the perceived sentiment of chat messages. In IFIP Conference on Human-Computer Interaction (pp. 184-201). Springer, Cham.

Carnein, M., Assenmacher, D., & Trautmann, H. (2017). Stream clustering of chat messages with applications to twitch streams. In International Conference on Conceptual Modeling (pp. 79-88). Springer, Cham.

Barbieri, F., Espinosa-Anke, L., Ballesteros, M., & Saggion, H. (2017). Towards the understanding of gaming audiences by modeling twitch emotes. In Third Workshop on Noisy User-generated Text (W-NUT 2017); 2017 Sep 7; Copenhagen, Denmark. Stroudsburg…

Lessel, P., & Altmeyer, M. (2017). Tabletop Game Meets Live-Streaming: Empowering the Audience.
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