Abstract
Live streaming is becoming increasingly popular in recent years, as most channels prioritize the delivery of engaging content to their viewers. Among various live streaming channels, Danmaku participation game (DPG) has emerged in China as a mixture of live streaming and online gaming, offering an immersive gaming experience to players. Although prior research has explored audience participation games (APGs) in North America and Europe, it primarily focuses on discussing prototypes and lacks observation of players in natural settings. Little is known about how players perceive DPGs and their player experience. To fill the research gap, we observed a series of DPG channels and conducted an interview-based study to gain insights into the practices and experiences of DPG players. Our work reveals that DPGs can effectively synergize live streaming and online games, amplifying both player engagement and a profound sense of accomplishment to players.
© 2023 Copyright held by the owner/author(s). Publication rights licensed to ACM.
© 2023 Copyright held by the owner/author(s). Publication rights licensed to ACM.
| Original language | English |
|---|---|
| Title of host publication | CHI PLAY 2023 |
| Editors | Jim Wallace, Jennifer Whitson, Beth Bonsignore, Julian Frommel, Erik Harpstead |
| Publisher | Association for Computing Machinery |
| Pages | 1025–1043 |
| ISBN (Print) | 979-8-4007-0029-3 |
| DOIs | |
| Publication status | Published - 2023 |
| Event | 10th AACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2023) - Hybrid, Stratford, Canada Duration: 10 Oct 2023 → 13 Oct 2023 https://chiplay.acm.org/2023/ |
Publication series
| Name | Proceedings of the ACM on Human-Computer Interaction |
|---|---|
| Publisher | Association for Computing Machinery (ACM) |
| Number | CHI PLAY |
| Volume | 7 |
| ISSN (Print) | 2573-0142 |
Conference
| Conference | 10th AACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2023) |
|---|---|
| Place | Canada |
| City | Stratford |
| Period | 10/10/23 → 13/10/23 |
| Internet address |
Bibliographical note
Full text of this publication does not contain sufficient affiliation information. With consent from the author(s) concerned, the Research Unit(s) information for this record is based on the existing academic department affiliation of the author(s).Research Keywords
- Audience participation games
- Live streaming
- Player experience
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