Cited by 212Digital Games and MediaInnovative Human-Technology InteractionSports, Gender, and Society

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Starcraft from the stands: understanding the game spectator

Cheung, Gifford, Huang, Jeff·2011·Proceedings of the SIGCHI Conference on Human Factors in Computing Systems

Abstract

Video games are primarily designed for the players. However, video game spectating is also a popular activity, boosted by the rise of online video sites and major gaming tournaments. In this paper, we focus on the spectator, who is emerging as an important stakeholder in video games. Our study focuses on Starcraft, a popular real-time strategy game with millions of spectators and high level tournament play. We have collected over a hundred stories of the Starcraft spectator from online sources, aiming for as diverse a group as possible. We make three contributions using this data: i) we find nine personas in the data that tell us who the spectators are and why they spectate; ii) we strive to understand how different stakeholders, like commentators, players, crowds, and game designers, affect the spectator experience; and iii) we infer from the spectators' expressions what makes the game entertaining to watch, forming a theory of distinct types of information asymmetry that create suspense for the spectator. One design implication derived from these findings is that, rather than presenting as much information to the spectator as possible, it is more important for the stakeholders to be able to decide how and when they uncover that information.

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Crossref · 10.1145/1978942.1979053

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  • The MSSC had been used as a base for a qualitative study into the spectator motivations of esports.

    “Prior to the undertaking of quantitatively measuring esports spectating motivations with the use of the MSSC, the instrument had been used as a base for a qualitative study into the spectator motivations of esports (Cheung and Huang, 2011).”

    From Social motivations of live-streaming viewer engagement on Twitch (2018) · cites this paper as Cheung and Huang, 2011

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Metadata

Authors
Cheung, G., & Huang, J.
Affiliations
University of Washington (US)
Venue
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Publisher
ACM
Published
2011-05-07
Pages
763-772
OpenAlex
W2160765669
Cited by
212
References
0
Citations by year
2026: 5 · 2025: 6 · 2024: 15 · 2023: 19 · 2022: 17 · 2021: 23 · 2020: 25 · 2019: 15 · 2018: 25 · 2017: 20 · 2016: 11 · 2015: 6 · 2014: 9 · 2013: 12 · 2012: 3
FWCI
21.86
Type
conference paper
Language
en
Open access
closed
Locations
CHI Conference on Human Factors in Computing Systems (publishedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
  • Social Sciences › Gender Studies › Sports, Gender, and Society
Keywords
StarCraft, real-time strategy games, spectators, audience experience, commentators, game design, information asymmetry, suspense, online gaming communities

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