Living on Twitch: An Ethnography of Fatigue
Consalvo, M., Zanescu, A., & Lajeunesse, M. (2020). Living on Twitch: An Ethnography of Fatigue.
Consalvo, M., Zanescu, A., & Lajeunesse, M.
“Overwatch is anime”: Exploring an alternative interpretational framework for competitive gaming
Ruotsalainen, M., & Välisalo, T. (2020). “Overwatch is anime”: Exploring an alternative interpretational framework for competitive gaming. In Conference of Digital Games Research Association (Vol. 2020). Digital Games Research Association.
Live Multi-Streaming and Donation Recommendations via Coupled Donation-Response Tensor Factorization
Lai, H. C., Tsai, J. Y., Shuai, H. H., Huang, J. L., Lee, W. C., & Yang, D. N. (2020). Live Multi-Streaming and Donation Recommendations via Coupled Donation-Response Tensor Factorization. In Proceedings of the 29th ACM International Conference on Information & Knowledge Management (pp. 665-674).
Lai, H. C., Tsai, J. Y., Shuai, H. H., Huang, J. L., Lee, W. C., & Yang, D. N.
ACM International Conference on Information & Knowledge Management
StinkyCheese: Chat-Based Model for Subscription Classification
Loures, T. C., Fernandes, G. L., Araújo, F. G., Martins, K. S., & de Melo, P. O. V. (2020). StinkyCheese: Chat-Based Model for Subscription Classification. In ChAT@ PKDD/ECML.
Loures, T. C., Fernandes, G. L., Araújo, F. G., Martins, K. S., & de Melo, P. O. V.
Detecting Potential Subscribers on Twitch: A Text Mining Approach with XGBoost—Discovery Challenge ChAT: CoolStoryBob
Fernandes, M. (2020). Detecting Potential Subscribers on Twitch: A Text Mining Approach with XGBoost—Discovery Challenge ChAT: CoolStoryBob.
Team voyTECH: User Activity Modeling with Boosting Trees
Bayer, I., & Zouzias, A. (2020). Team voyTECH: User Activity Modeling with Boosting Trees. arXiv preprint arXiv:2007.01620.
Towards predicting the subscription status of twitch. tv users
Kobs, K., Potthast, M., Wiegmann, M., Zehe, A., Stein, B., & Hotho, A. (2020). Towards predicting the subscription status of twitch. tv users.
Kobs, K., Potthast, M., Wiegmann, M., Zehe, A., Stein, B., & Hotho, A.
Transcoding for live streaming-based on vehicular fog computing: An actor-critic DRL approach
Fu, F., Kang, Y., Zhang, Z., & Yu, F. R. (2020). Transcoding for live streaming-based on vehicular fog computing: An actor-critic DRL approach. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp. 1015-1020). IEEE.
Fu, F., Kang, Y., Zhang, Z., & Yu, F. R.
Live Stream Highlight Detection Using Chat Messages
Liaw, C. M., & Dai, B. R. (2020). Live Stream Highlight Detection Using Chat Messages. In 2020 21st IEEE International Conference on Mobile Data Management (MDM) (pp. 328-332). IEEE.
Cross-cultural comparison of interactive streaming services: Evidence from Twitch
Oh, S., Kim, J., Ji, H., Park, E., Han, J., Ko, M., & Lee, M. (2020). Cross-cultural comparison of interactive streaming services: Evidence from Twitch. Telematics and Informatics, 55, 101434.
Oh, S., Kim, J., Ji, H., Park, E., Han, J., Ko, M., & Lee, M.
Seering, J., Kaufman, G., & Chancellor, S. (2022). Metaphors in moderation. New Media & Society, 24(3), 621-640.
Seering, J., Kaufman, G., & Chancellor, S.
Motivations for the use of video game streaming platforms: The moderating effect of sex, age and self-perception of level as a player
Cabeza-Ramírez, L. J., Sánchez-Cañizares, S. M., & Fuentes-García, F. J. (2020). Motivations for the use of video game streaming platforms: The moderating effect of sex, age and self-perception of level as a player. International journal of environmental research and public health, 17(19), 7019.
Cabeza-Ramírez, L. J., Sánchez-Cañizares, S. M., & Fuentes-García, F. J.
International journal of environmental research and public health
Streaming your identity: Navigating the presentation of gender and sexuality through live streaming
Freeman, G., & Wohn, D. Y. (2020). Streaming your identity: Navigating the presentation of gender and sexuality through live streaming. Computer Supported Cooperative Work (CSCW), 29(6), 795-825.
From virtual strangers to irl friends: relationship development in livestreaming communities on twitch
Sheng, J. T., & Kairam, S. R. (2020). From virtual strangers to irl friends: relationship development in livestreaming communities on twitch. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW2), 1-34.
Wodarczyk, S., & von Mammen, S. (2020). Emergent multiplayer games. In 2020 IEEE Conference on Games (CoG) (pp. 33-40). IEEE.
Neural-Enhanced Live Streaming: Improving Live Video Ingest via Online Learning
Kim, J., Jung, Y., Yeo, H., Ye, J., & Han, D. (2020). Neural-enhanced live streaming: Improving live video ingest via online learning. In Proceedings of the Annual conference of the ACM Special Interest Group on Data Communication on the applications, technologies, architectures, and protocols for computer communication (pp. 107-125).
Kim, J., Jung, Y., Yeo, H., Ye, J., & Han, D.
Annual conference of the ACM Special Interest Group on Data Communication on the applications, technologies, architectures, and protocols for computer communication
Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms
Partin, W. C. (2020). Bit by (twitch) bit:“platform capture” and the evolution of digital platforms. Social media+ society, 6(3), 2056305120933981.
Gender moderation and moderating gender: Sexual content policies in Twitch’s community guidelines
Zolides, A. (2021). Gender moderation and moderating gender: Sexual content policies in Twitch’s community guidelines. New Media & Society, 23(10), 2999-3015.
Why am I watching? Capturing the interplay of social and technological aspects of online live streaming
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).
Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B.
Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch
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 Health Nutrition, 23(15), 2793-2803.
Pollack, C. C., Kim, J., Emond, J. A., Brand, J., Gilbert-Diamond, D., & Masterson, T. D.
Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch
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).
ACM Designing Interactive Systems Conference
Chat-based approach applied to automatic livestream highlight generation
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.
Audience management practices of live streamers on Twitch
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).
ACM International Conference on Interactive Media Experiences
Variation in QoE of passive gaming video streaming for different packet loss ratios
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.
Gambling engagement mechanisms in twitch live streaming
Abarbanel, B., & Johnson, M. R. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413.
Enhancing the Experience of Virtual Conferences in Social Virtual Environments
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.
“Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming
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.
The Motivations of a Video Game Streamers and their Viewers
Schofield, D., & LeDone, R. (2019). The Motivations of a Video Game Streamers and their Viewers. Screen Thought, 3(1), 1-14.
<a href="https://d1wqtxts1xzle7.cloudfront.net/63056063/0d1f4b_563669e161254ff09a15262ec47cd97c20200422-66599-dzhvi-with-cover-page-v2.pdf?Expires=1649857201&Signature=Baslou23mvhJKri4FoEVMv2hkUr0J0ZiSzT9PQSfsDcNwHgM88MMzyDjbZgj27C-JvNunjAJSo6qIYvXv9PJVtSeAShtc6uxELkbry0cVLXrLQYz9485VHf3k5hcjSNJJ4B426~~iREk-WvS4MFziksm73kQ~TrvzwFz0IHSum~l-86rHxSIM-FkPfMJc0~vGEAO-fUAd3kotMKLnUlqsjSNJXaVdGhfEX0JwI1h03xfeSQLCpSvd-VrJlSzm7Jn9sjb65sl6zu71~RNVA7hSgBdMEfnG~4aUz2o4u2Ydwuba1c31wY0I-qSuhG6VH-DS7KBCubuT7UHa703Bl04qA__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA" target="_blank" rel="noreferrer noopener">https://d1wqtxts1xzle7.cloudfront.net/63056063/0d1f4b_563669e161254ff09a15262ec47cd97c20200422-66599-dzhvi-with-cover-page-v2.pdf?Expires=1649857201&Signature=Baslou23mvhJKri4FoEVMv2hkUr0J0ZiSzT9PQSfsDcNwHgM88MMzyDjbZgj27C-JvNunjAJSo6qIYvXv9PJVtSeAShtc6uxELkbry0cVLXrLQYz9485VHf3k5hcjSNJJ4B426~~iREk-WvS4MFziksm73kQ~TrvzwFz0IHSum~l-86rHxSIM-FkPfMJc0~vGEAO-fUAd3kotMKLnUlqsjSNJXaVdGhfEX0JwI1h03xfeSQLCpSvd-VrJlSzm7Jn9sjb65sl6zu71~RNVA7hSgBdMEfnG~4aUz2o4u2Ydwuba1c31wY0I-qSuhG6VH-DS7KBCubuT7UHa703Bl04qA__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA
Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors
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.
Snapstream: Snapshot-based interaction in live streaming for visual art
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).
Yang, S., Lee, C., Shin, H. V., & Kim, J.
CHI Conference on Human Factors in Computing Systems
Ecologies of Friends: Boy Masters of Craft, Live-Streaming Jocks, and Pockets of Others
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.
Online Community Bonds as a Method of Mitigating Toxicity in an Interactive Livestream
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.
Designing user interface for facilitating live editing in streaming
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).
Social Attentive Network for Live Stream Recommendation
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).
Yu, D. R., Chu, C. C., Lai, H. C., & Huang, J. L.
Towards Cost Effective Server Population Estimation: A Case Study of Twitch
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).
Emote-Controlled: Obtaining Implicit Viewer Feedback Through Emote-Based Sentiment Analysis on Comments of Popular Twitch.tv Channels
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 on social computing, 3(2), 1-34.
Kobs, K., Zehe, A., Bernstetter, A., Chibane, J., Pfister, J., Tritscher, J., & Hotho, A.
Exploring the interplay between CDN caching and video streaming performance
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.
Why do people watch others eat food? An Empirical Study on the Motivations and Practices of Mukbang Viewers
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 Systems (pp. 1-13).
Anjani, L., Mok, T., Tang, A., Oehlberg, L., & Goh, W. B.
CHI conference on Human Factors in Computing Systems
Laboring Artists: Art Streaming on the Videogame Platform Twitch
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.
Hawaii International Conference on System Sciences
Learning how spectator reactions affect popularity on twitch
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.
Kim, J., Park, K., Song, H., Park, J. Y., & Cha, M.
Proximate Social Factors in First-Time Contribution to Online Communities
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., Hammer, J., Kaufman, G., & Yang, D.
It takes a village: integrating an adaptive chatbot into an online gaming community
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).
Seering, J., Luria, M., Ye, C., Kaufman, G., & Hammer, J.
Chi conference on human factors in computing systems
Don't just watch, join in: Exploring information behavior and copresence on Twitch
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.
Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N.
A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages
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).
Artificial Intelligence and Cloud Computing Conference
Live streamers on Twitch. tv as social media influencers: Chances and challenges for strategic communication
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.
“And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts
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.
Who will subscribe to my streaming channel? The case of twitch
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).
Kim, J., Bae, K., Park, E., & del Pobil, A. P.
Conference Companion Publication of the 2019 on Computer Supported Cooperative Work and Social Computing
What are Effective Strategies of Handling Harassment on Twitch? Users' Perspectives
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).
Conference companion publication of the 2019 on computer supported cooperative work and social computing
Game With A Purpose To Collect Home Audio Data
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. 445-452).
Kim, B., Cheng, Y., Li, Z., Li, R., Tan, C., Wang, S., Shi, Y. & Hammer, J.
Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
Characterizing and detecting livestreaming chatbots
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).
Jain, S., Niranjan, D., Lamba, H., Shah, N., & Kumaraguru, P.
IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining
Inferring streaming video quality from encrypted traffic: Practical models and deployment experience
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 Computing Systems, 3(3), 1-25.
Bronzino, F., Schmitt, P., Ayoubi, S., Martins, G., Teixeira, R., & Feamster, N.
ACM on Measurement and Analysis of Computing Systems
Livesense: Contextual advertising in live streaming videos
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).
Chen, X., Nguyen, T. V., Shen, Z., & Kankanhalli, M.
ACM international conference on multimedia
Toward a twitch research toolkit: a systematic review of approaches to research on game streaming
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. 111-119).
Harpstead, E., Rios, J. S., Seering, J., & Hammer, J.
Annual symposium on computer-human interaction in play
‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game.
Egliston, B. (2020). ‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game. New Media & Society, 22(6), 984-1003.
Fame and fortune, or just fun? A study on why people create content on video platforms
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., Sjöblom, M., Hassan, L., & Hamari, J.
Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers
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 Conference on System Sciences
Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J.
Audience and streamer participation at scale on twitch
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).
Flores-Saviaga, C., Hammer, J., Flores, J. P., Seering, J., Reeves, S., & Savage, S.
ACM Conference on Hypertext and Social Media
How live streaming influences purchase intentions in social commerce: An IT affordance perspective
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.
Sun, Y., Shao, X., Li, X., Guo, Y., & Nie, K.
Finding effective moderation practices on Twitch
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.
London, T. M., Crundwell, J., Eastley, M. B., Santiago, N., & Jenkins, J.
<a href="https://d1wqtxts1xzle7.cloudfront.net/61504807/_Jessica_Reyman__Erika_M._Sparby__Digital_Ethics_Rz-lib.org20191213-80047-sx60dd-with-cover-page-v2.pdf?Expires=1649693886&Signature=E2PjDhCziK7UBmtxxDkv74i~mWmfWksYf-kO6OicSWFYSUHFSHHBgARzZwkpXWLUBEhkpamJwuqb8PD8TaRQPPLtoziNtbVVpLjqG~zT7RWvj0gRS1nfvyVcHic26lpjU4N99JgXtqXr8QH3WkAtUQHbUYZ1XhvGWwmuIAXF1Vt4rpz2Pzt7jUyTImS7SP-2Ry2zAA2HmqRy9vXVCOdCzPyPp46xdO~OMh-OUrXuVKMtuBv0gqD2Lr37eU2W3kdwToJaTOaLFWSk15JtX5EoqcuEzLlcIJHkOj4MjGSkvoRjJvWsUuAcXhss7hs91vTaOdEiF4ijSykJ2k28SYapqQ__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA#page=80" target="_blank" rel="noreferrer noopener">https://d1wqtxts1xzle7.cloudfront.net/61504807/_Jessica_Reyman__Erika_M._Sparby__Digital_Ethics_Rz-lib.org20191213-80047-sx60dd-with-cover-page-v2.pdf?Expires=1649693886&Signature=E2PjDhCziK7UBmtxxDkv74i~mWmfWksYf-kO6OicSWFYSUHFSHHBgARzZwkpXWLUBEhkpamJwuqb8PD8TaRQPPLtoziNtbVVpLjqG~zT7RWvj0gRS1nfvyVcHic26lpjU4N99JgXtqXr8QH3WkAtUQHbUYZ1XhvGWwmuIAXF1Vt4rpz2Pzt7jUyTImS7SP-2Ry2zAA2HmqRy9vXVCOdCzPyPp46xdO~OMh-OUrXuVKMtuBv0gqD2Lr37eU2W3kdwToJaTOaLFWSk15JtX5EoqcuEzLlcIJHkOj4MjGSkvoRjJvWsUuAcXhss7hs91vTaOdEiF4ijSykJ2k28SYapqQ__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA#page=80
The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv
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).
Johnson, M. R., Carrigan, M., & Brock, T.
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
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 Addictions, 8(3), 564-573.
Promoting Emotions with Angry Birds-like Gameplay on Rube Goldberg Machine Levels
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 (ICCE-Asia) (pp. 149-150). IEEE.
Abdullah, F., Yang, C., Paliyawan, P., Thawonmas, R., Harada, T., & Bachtiar, F. A.
Gender differences in perceptions of trolling in livestream video broadcasting
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.
Cyberpsychology, Behavior, and Social Networking
The politics of user-platform relationships: Co-scripting live-streaming on Twitch. tv
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).
How to earn money in live streaming platforms?—A study of donation-based markets
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.
The dynamics of collective social behavior in a crowd controlled game
Aleta, A., & Moreno, Y. (2019). The dynamics of collective social behavior in a crowd controlled game. EPJ Data Science, 8(1), 22.
Early online classification of encrypted traffic streams using multi-fractal features
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.
Volunteer moderators in twitch micro communities: How they get involved, the roles they play, and the emotional labor they experience
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).
CHI conference on human factors in computing systems
Cross-platform Interactions and Popularity in the Live-streaming Community
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).
Arnett, L., Netzorg, R., Chaintreau, A., & Wu, E.
Necklines and'naughty bits' constructing and regulating bodies in live streaming community guidelines
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).
International Conference on the Foundations of Digital Games
Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming
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.
Ruberg, B., Cullen, A. L., & Brewster, K.
Kaceytron and transgressive play on Twitch. tv
Consalvo, M. (2018). Kaceytron and transgressive play on Twitch. tv. Transgression in Games and Play, 83-98.
HedgewarsSGC: A Competitive Shared Game Control Setting
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).
Lessel, P., Altmeyer, M., Hennemann, M., & Krüger, A.
Watch me pay: Twitch and the cultural economy of surveillance
Partin, W. C. (2019). Watch me pay: Twitch and the cultural economy of surveillance. Surveillance & Society, 17(1/2), 153-160.
Using sociocultural data from online gaming and game communities
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.
Guarino, S., Eusebi, L., Bracken, B., & Jenkins, M.
Using biometrics as a social intervention in gaming
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).
International conference on tangible, embedded, and embodied interaction
Looking for group: Live streaming programming for small audiences
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.
Faas, T., Dombrowski, L., Brady, E., & Miller, A.
Beyond dyadic interactions: Considering chatbots as community members
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).
Seering, J., Luria, M., Kaufman, G., & Hammer, J.
Performing game development live on Twitch
Consalvo, M., & Phelps, A. (2019). Performing game development live on Twitch. In Proceedings of the 52nd Hawaii International Conference on System Sciences.
What drives streamers? Users’ characteristics and motivations on social live streaming services
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.
Live streaming commerce: Uses and gratifications approach to understanding consumers’ motivations
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.
Moderator engagement and community development in the age of algorithms
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.
Seering, J., Wang, T., Yoon, J., & Kaufman, G.
Collecting observational data about online video use in the home using open-source broadcasting software
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 Video (pp. 197-202).
ACM International Conference on Interactive Experiences for TV and Online Video
From Arcades to Online: Updating Copyright to Accommodate Video Game Streaming
Robinson, N. (2018). From Arcades to Online: Updating Copyright to Accommodate Video Game Streaming. NCJL & Tech., 20, 286., HeinOnline
Fuzzy Logic Based Decision Support System for Broadcaster on Twitch
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).
Atagün, E., Korkmaz, M., Tı̇muçı̇n, T., & Yücedağ, İ.
International Technological Sciences And Design Symposium
NR-GVQM: A no reference gaming video quality metric
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.
Zadtootaghaj, S., Barman, N., Schmidt, S., Martini, M. G., & Möller, S.
The impacts of live streaming and Twitch. tv on the video game industry
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.
Factors affecting streamers' loyalty to live streaming platforms
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, 24th-27th June, 2018, International Telecommunications Society (ITS), Calgary
Biennial Conference of the International Telecommunications Society
Tell me before you stream me: Managing information disclosure in video game live streaming
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.
Li, Y., Kou, Y., Lee, J. S., & Kobsa, A.
Watch me code: Programming mentorship communities on twitch. tv
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.
Faas, T., Dombrowski, L., Young, A., & Miller, A. D.
Change, we can believe in: Examining spillover effect of content switching on live streaming platform
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 Systems.
International Conference on Information Systems, ICIS 2018
https://aisel.aisnet.org/icis2018/social/Presentations/19
The ingredients of Twitch streaming: Affordances of game streams
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.
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J.
An audience participation angry birds platform for social well-being
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. 18-20).
Jiang, Y., Paliyawan, P., Harada, T., & Thawonmas, R.
Annual European GAME-ON Conference on Simulation and AI in Computer Games (GAMEON’2018)
https://www.academia.edu/37492443/An_Audience_Participation_Angry_Birds_Platform_for_Social_Well_Being
Viewers' perception of elements used in game live-streams
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).
International Academic Mindtrek Conference
With great power comes great responsibility: video game live streaming and its potential risks and benefits for female gamers
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.
The Social Roles of Bots: Situating Bots in Discussions in Online Communities
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.
Seering, J., Flores, J. P., Savage, S., & Hammer, J.
Design challenges for livestreamed audience participation games
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).
Glickman, S., McKenzie, N., Seering, J., Moeller, R., & Hammer, J.
Annual Symposium on Computer-Human Interaction in Play
Watching players: An exploration of media enjoyment on Twitch
Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and culture, 15(3), 328-346.
Wulf, T., Schneider, F. M., & Beckert, S.
Deep unsupervised multi-view detection of video game stream highlights
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).
QoE-aware distributed cloud-based live streaming of multisourced multiview videos
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.