Abstract
Live streaming is a highly participatory form of performance, involving various types of audience participation such as liking, commenting, and gifting. But how do streamers and audiences collaborate to deliver live streaming performances? We approach this question through an interview study with 30 spectators and eight streamers in China. Drawing from theatrical engagement research, we use the cogitative spatial concept of center-peripheral attention of the audience to analyze the complex interplay between streamers and spectators, where the former occupy the center and the latter the periphery. We then discuss the orchestration of the center and the periphery, where streamers and spectators coordinate their respective performances, as well as the interaction between the center and the periphery, where the center-periphery distinction blurs. Based on these findings, we discuss co-performance as a theatrical metaphor for understanding live streaming and audience engagement.
- Katja Battarbee. 2003. Defining co-experience. Proc. 2003 Int. Conf. Des. pleasurable Prod. interfaces - DPPI '03 (2003), 109. DOI:https://doi.org/10.1145/782896.782923Google ScholarDigital Library
- Susanne Bodker and Peter Bogh Andersen. 2005. Complex Mediation. Human-Computer Interact. 20, 4 (December 2005), 353--402. DOI:https://doi.org/10.1207/s15327051hci2004_1Google ScholarDigital Library
- Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qual. Res. Psychol. 3, 2 (January 2006), 77--101. DOI:https://doi.org/10.1191/1478088706qp063oaGoogle ScholarCross Ref
- Simon Bründl and Thomas Hess. 2016. Why Do Users Broadcast? Examining Individual Motives and Social Capital on Social Live Streaming Platforms. In Proc. of PACIS 2016, Paper 332.Google Scholar
- Simon Bründl, Christian Matt, and Thomas Hess. 2017. Consumer Use of Social Live Streaming Services: The Influence of Co-Experience and Effectance on Enjoyment. In porc. of ECIS 2017, 1775--1791.Google Scholar
- Ting Cao and Ruichao Ren. 2016. Live Streaming Industry Research Report (in Chinese). (2016).Google Scholar
- Teresa Cerratto-Pargman, Chiara Rossitto, and Louise Barkhuus. 2014. Understanding audience participation in an interactive theater performance. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction Fun, Fast, Foundational - NordiCHI '14, 608--617. DOI:https://doi.org/10.1145/2639189.2641213Google ScholarDigital Library
- Yue Chen, Qin Gao, and Pei Luen Patrick Rau. 2015. Understanding gratifications of watching danmaku videos -- videos with overlaid comments. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 153--163. DOI:https://doi.org/10.1007/978--3--319--20907--4_14Google Scholar
- Yue Chen, Qin Gao, and Pei Luen Patrick Rau. 2017. Watching a Movie Alone yet Together: Understanding Reasons for Watching Danmaku Videos. Int. J. Hum. Comput. Interact. 33, 9 (2017), 731--743. DOI:https://doi.org/10.1080/10447318.2017.1282187Google ScholarCross Ref
- Gifford Cheung and Jeff Huang. 2011. Starcraft from the stands: understanding the game spectator. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11), 763--772. DOI:https://doi.org/10.1145/1978942.1979053Google ScholarDigital Library
- CNNIC. 2017. The Survey on the Development of the Thirty-ninth China Internet Network of CNNIC. CNNIC.Google Scholar
- Jose van. Dijck. 2013. The culture of connectivity?: a critical history of social media. Oxford University Press.Google Scholar
- Jodi Forlizzi and Katja Battarbee. 2004. Understanding experience in interactive systems. In Proceedings of the 2004 conference on Designing interactive systems processes, practices, methods, and techniques - DIS '04, 261--268. DOI:https://doi.org/10.1145/1013115.1013152Google ScholarDigital Library
- Gustav Freytag and Elias J MacEwan. 1900. Freytag's Technique of the drama, an exposition of dramatic composition and art.Google Scholar
- Mathilde B. Friedländer. 2017. Streamer Motives and User-Generated Content on Social Live-Streaming Services. In Proc. of JISTaP 2017, 65--84. DOI:https://doi.org/10.1633/JISTaP.2017.5.1.5Google Scholar
- Enrico Gandolfi. 2016. To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences. J. Gaming Virtual Worlds 8, (March 2016), 63--82. DOI:https://doi.org/10.1386/jgvw.8.1.63_1Google ScholarCross Ref
- Daniel Gros, Brigitta Wanner, Anna Hackenholt, Piotr Zawadzki, and Kathrin Knautz. 2017. World of Streaming. Motivation and Gratification on Twitch. In Social Computing and Social Media. Human Behavior, 44--57.Google Scholar
- Oliver L. Haimson and John C. Tang. 2017. What Makes Live Events Engaging on Facebook Live, Periscope, and Snapchat. Proc. 2017 CHI Conf. Hum. Factors Comput. Syst. - CHI '17 (2017), 48--60. DOI:https://doi.org/10.1145/3025453.3025642Google Scholar
- Russell Haines, Jill Hough, Lan Cao, and Douglas Haines. 2014. Anonymity in Computer-Mediated Communication: More Contrarian Ideas with Less Influence. Gr. Decis. Negot. 23, 4 (2014), 765--786. DOI:https://doi.org/10.1007/s10726-012--9318--2Google ScholarCross Ref
- William A. Hamilton, Oliver Garretson, and Andruid Kerne. 2014. Streaming on twitch: fostering participatory communities of play within live mixed media. Proc. SIGCHI Conf. Hum. Factors Comput. Syst. (2014), 1315--1324. DOI:https://doi.org/10.1145/2556288.2557048Google ScholarDigital Library
- Zorah Hilvert-Bruce, James T. Neill, Max Sjöblom, and Juho Hamari. 2018. Social motivations of live-streaming viewer engagement on Twitch. Comput. Human Behav. 84, (2018), 58--67. DOI:https://doi.org/10.1016/j.chb.2018.02.013Google ScholarCross Ref
- Mu Hu, Mingli Zhang, and Yu Wang. 2017. Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Comput. Human Behav. 75, (2017), 594--606. DOI:https://doi.org/10.1016/j.chb.2017.06.006Google ScholarDigital Library
- iiMedia Research. 2019. A Report on China's Live Streaming Market 2018--2019. Retrieved from http://report.iimedia.cn/report.jsp?reportId=36269&acPlatCode=IIMReport&iimediaId=63478Google Scholar
- H. X. Jiang. 2014. The research of barrage video from communication vision. Master thesis submitted to School of Journalism and Communication.Google Scholar
- Mark R. Johnson and Jamie Woodcock. 2019. 'It's like the gold rush': the lives and careers of professional video game streamers on Twitch.tv. Information, Commun. Soc. 22, 3 (February 2019), 336--351. DOI:https://doi.org/10.1080/1369118X.2017.1386229Google Scholar
- Mehdi Kaytoue, Arlei Silva, Loïc Cerf, Wagner Meira Jr, and Chedy Raïssi. 2012. Watch me Playing, I am a Professional: a First Study on Video Game Live Streaming. In Proc. of WWW 2012, 1181--1188. DOI:https://doi.org/10.1145/2187980.2188259Google Scholar
- Yubo Kou and Bonnie Nardi. 2018. Complex Mediation in the Formation of Political Opinions. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18. DOI:https://doi.org/10.1145/3173574.3174210Google ScholarDigital Library
- Frank Lavin. 2018. China's Live Streaming Industry Is Booming -- Here's How It Works. forbes. Retrieved from https://www.forbes.com/sites/franklavin/2018/06/19/why-does-china-lead-in-live-streaming/#4fb140b5dcadGoogle Scholar
- Pascal Lessel, Michael Mauderer, Christian Wolff, and Antonio Krüger. 2017. Let's Play My Way: Investigating Audience Influence in User-Generated Gaming Live-Streams. Proc. 2017 ACM Int. Conf. Interact. Exp. TV Online Video (2017), 51--63. DOI:https://doi.org/10.1145/3077548.3077556Google ScholarDigital Library
- Yao Li, Yubo Kou, Je Seok Lee, and Alfred Kobsa. 2018. Tell Me Before You Stream Me: Managing Information Disclosure in Video Game Live Streaming. Proc. ACM Human-Computer Interact. 2, CSCW (November 2018), 1--18. DOI:https://doi.org/10.1145/3274376Google ScholarDigital Library
- Literacy Terms. 2019. Climax. Retrieved from https://literaryterms.net/climax/Google Scholar
- Danielle Lottridge, Frank Bentley, Matt Wheeler, Jason Lee, Janet Cheung, Katherine Ong, and Cristy Rowley. 2017. Third-Wave Livestreaming: Teens' Long Form Selfie. MobileHCI (2017). DOI:https://doi.org/10.1145/3098279.3098540Google ScholarDigital Library
- Zhicong Lu, Haijun Xia, Seongkook Heo, and Daniel Wigdor. 2018. You Watch, You Give, and You Engage: A Study of Live Streaming Practices in China. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 466. DOI:https://doi.org/10.1145/3173574.3174040Google ScholarDigital Library
- Xiaojuan Ma and Nan Cao. 2017. Video-based Evanescent, Anonymous, Asynchronous Social Interaction: Motivation and Adaption to Medium. In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing - CSCW '17, 770--782. DOI:https://doi.org/10.1145/2998181.2998256Google ScholarDigital Library
- Bruce A. McConachie. 2008. Engaging audiences?: a cognitive approach to spectating in the theatre. Palgrave Macmillan. Retrieved March 26, 2019 from https://books.google.com/books?id=iefGAAAAQBAJ&dq=Engaging+Audiences:+A+Cognitive+Approach+to+Spectating+in+the+Theatre&lr=&source=gbs_navlinks_sGoogle Scholar
- Sarah E. Needleman. 2015. Twitch's Viewers Reach 100 Million a Month. The Wall Street Journal. Retrieved from https://blogs.wsj.com/digits/2015/01/29/twitchs-viewers-reach-100-million-a-month/Google Scholar
- Anthony Pellicone. 2016. Performing Play: Cultural Production on Twitch.tv. Proc. 2016 CHI Conf. Hum. Factors Comput. Syst. - CHI '16 (2016), 244--248. DOI:https://doi.org/10.1145/2851581.2859022Google ScholarDigital Library
- Anthony J. Pellicone and June Ahn. 2017. The Game of Performing Play: Understanding Streaming as Cultural Production. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17, 4863--4874. DOI:https://doi.org/10.1145/3025453.3025854Google Scholar
- Stuart Reeves, Christian Greiffenhagen, Martin Flintham, Steve Benford, Matt Adams, Ju Row-Farr, and Nick Tandavanitj. 2015. I'd Hide You: Performing Live Broadcasting in Public. In Proc. of CHI 2015, 2573--2582. DOI:https://doi.org/10.1145/2702123.2702257Google ScholarDigital Library
- Katrin Scheibe, Kaja J Fietkiewicz, and Wolfgang G Stock. 2016. Information Behavior on Social Live Streaming Services. J Inf Sci Theory Pr. 4, 2 (2016), 6--20. DOI:https://doi.org/10.1633/JISTaP.2016.4.2.1Google ScholarCross Ref
- Joseph Seering, Robert Kraut, and Laura Dabbish. 2017. Shaping Pro and Anti-Social Behavior on Twitch Through Moderation and Example-Setting. In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing - CSCW '17, 111--125. DOI:https://doi.org/10.1145/2998181.2998277Google ScholarDigital Library
- Max Sjöblom and Juho Hamari. 2017. Why do people watch others play video games? An empirical study on the motivations of Twitch users. Comput. Human Behav. 75, (2017), 985--996. DOI:https://doi.org/10.1016/j.chb.2016.10.019Google ScholarDigital Library
- Thomas Smith, Marianna Obrist, and Peter Wright. 2013. Live-streaming changes the (video) game. Proc. 11th Eur. Conf. Interact. TV video - EuroITV '13 (2013), 131. DOI:https://doi.org/10.1145/2465958.2465971Google ScholarDigital Library
- Susan Leigh Star and Anselm Strauss. 1999. Layers of Silence, Arenas of Voice: The Ecology of Visible and Invisible Work. Comput. Support. Coop. Work 8, 1--2 (March 1999), 9--30. DOI:https://doi.org/10.1023/A:1008651105359Google ScholarDigital Library
- John C. Tang, Gina Venolia, and Kori M. Inkpen. 2016. Meerkat and Periscope: I Stream, You Stream, Apps Stream for Live Streams. Proc. SIGCHI Conf. Hum. Factors Comput. Syst. (CHI 2016) (2016), 4770--4780. DOI:https://doi.org/cc63Google ScholarDigital Library
- Twitch. 2017. twitch.tv 2017 in review. Retrieved from https://blog.twitch.tv/2017-twitch-year-in-review-the-comic-book-ed1b08f8f116?gi=95a48c7a92a7Google Scholar
- Donghee Yvette Wohn, Guo Freeman, and Caitlin McLaughlin. 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 - CHI '18, 1--13. DOI:https://doi.org/10.1145/3173574.3174048Google ScholarDigital Library
- Qunfang Wu, Yisi Sang, Shan Zhang, and Yun Huang. 2018. Danmaku vs. Forum Comments: Understanding User Participation and Knowledge Sharing in Online Videos. In Proceedings of the 2018 ACM Conference on Supporting Groupwork - GROUP '18, 209--218. DOI:https://doi.org/10.1145/3148330.3148344Google ScholarDigital Library
- Tim Wulf, Frank M. Schneider, and Stefan Beckert. 2018. Watching Players: An Exploration of Media Enjoyment on Twitch. Games Cult. (2018), 1--19. DOI:https://doi.org/10.1177/1555412018788161Google Scholar
- Yaxing Yao, Jennifer Bort, and Yun Huang. 2017. Understanding Danmaku's Potential in Online Video Learning. Proc. 2017 CHI Conf. Ext. Abstr. Hum. Factors Comput. Syst. - CHI EA '17 (2017), 3034--3040. DOI:https://doi.org/10.1145/3027063.3053258Google Scholar
- Chuang-Wen You, Ya-Fang Lin, Cheng-Yuan Li, Yu-Lun Tsai, Ming-Chyi Huang, Chao-Hui Lee, Hao-Chuan Wang, and Hao-Hua Chu. 2016. KeDiary: Using Mobile Phones to Assist Patients in Recovering from Drug Addiction. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16, 5704--5709. DOI:https://doi.org/10.1145/2858036.2858185Google ScholarDigital Library
- Bingjie Yu and Watts Leon. 2017. Designing Commenting Mechanisms for Dynamic Media?: Synchronous Overlay and Adjacent Scrollable. In Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems (DIS '17 Companion), 18--22. DOI:https://doi.org/https://doi.org/10.1145/3064857.3079111Google ScholarDigital Library
- Eun Yu, Chanyong Jung, Hyungjin Kim, and Jaemin Jung. 2018. Impact of viewer engagement on gift-giving in live video streaming. Telemat. Informatics 35, 5 (2018), 1450--1460. DOI:https://doi.org/10.1016/j.tele.2018.03.014Google ScholarCross Ref
- Xiaoxing Zhang, Yu Xiang, and Lei Hao. 2019. Virtual gifting on China's live streaming platforms: hijacking the online gift economy. Chinese J. Commun. (March 2019), 1--16. DOI:https://doi.org/10.1080/17544750.2019.1583260Google Scholar
- Baohua Zhou. 2017. Who's using Live Streaming? Live Streaming User constitution, behavior and evaluation analysis. News Journalist, 52--62.Google Scholar
Index Terms
- Live Streaming as Co-Performance: Dynamics between Center and Periphery in Theatrical Engagement
Recommendations
Live-streaming changes the (video) game
EuroITV '13: Proceedings of the 11th European Conference on Interactive TV and VideoVideo games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television ...
Personalized channel recommendation on live streaming platforms
With unceasing technological advancements, an increasing number of viewers are watching channels through live streaming platforms, and live streaming technologies are developing rapidly. However, as thousands of channels are broadcasting on live ...
Exploring the Factors Driving Live Streaming Shopping Intention: A Perspective of Parasocial Interaction
ICMECG '20: Proceedings of the 7th International Conference on Management of e-Commerce and e-GovernmentRecently, live streaming has been becoming a new service provided by social commerce platforms, enabling small sellers to sell products online. Compared with traditional electronic commerce, the immediately interpersonal interaction is a vital feature ...
Comments