Event-driven Spectators' Communication in Massive eSports Online Chats
2018 (English)In: CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2018, article id LBW564Conference paper, Published paper (Refereed)
Abstract [en]
ESports tournaments, such as Dota 2's The International (TI), attract millions of spectators to watch broadcasts on online streaming platforms, communicate, and share their experience and emotions. Unlike traditional streams, tournament broadcasts lack a streamer figure to which spectators can appeal directly. Using topic modelling and cross-correlation analysis of more than 3 million messages from 86 games of T17, we uncover main topical and temporal patterns of communication. First, we disentangle contextual meanings of emotes and memes, which play a salient role in communication, and show a meta-topics semantic map of streaming slang. Second, our analysis shows a prevalence of the event-driven game communication during tournament broadcasts and particular topics associated with the event peaks. Third, we show that 'copypasta' cascades and other related practices, while occupying a significant share of messages, are strongly associated with periods of lower in-game activity.
Place, publisher, year, edition, pages
Association for Computing Machinery (ACM) , 2018. article id LBW564
Keywords [en]
eSports, online communication, dota2
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:uu:diva-476884DOI: 10.1145/3170427.3188447ISI: 000671090002010ISBN: 978-1-4503-5621-3 (print)OAI: oai:DiVA.org:uu-476884DiVA, id: diva2:1669546
Conference
CHI Conference on Human Factors in Computing Systems (CHI), APR 21-26, 2018, Montreal, CANADA
2022-06-142022-06-142022-06-14Bibliographically approved