Abstract

Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.

Highlights

  • ESports are not a new phenomenon, their popularity has surged in recent years

  • Based on the insights derived from our analysis of existing eSports games and our focus group discussion, we propose a formalized list of mechanics that may be integrated within an interactive spectator experience

  • This paper presented design opportunities and challenges for the design and development of novel games aimed at delivering interactive spectator experiences

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Summary

INTRODUCTION

ESports are not a new phenomenon, their popularity has surged in recent years. Super Mario Maker (Nintendo EAD, 2015) streams have featured viewersubmitted levels played live, spawning online tools facilitating user communication and level submission (Quanix Studio, 2016; Warp World LLC, n.d.) While this form of interaction affords a slower pace than other mechanics, it provides spectator-players with a deep level of interaction and a highly rewarding experience if their creation is shared and broadcast to their peers. It gives passive viewers the opportunity to discover other users’ content for use in their own game playthroughs, enriching their experience with additional material. The successful design of a complete game experience in this space demands attention to the needs of all users, whether players, passive viewers, and spectator-players

SUMMARY OF DESIGN GOALS
CONCLUSION
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