Abstract
This paper will discuss the phenomenon of mediated game spectatorship, from the early games to today’s e-sport championships and online communities (youtube, twitch.tv, etc), and develop a descriptive model of the different modes of ludic spectatorship, that is, the possibility space of different spectator positions and modes afforded by games and gameplay.
Original language | English |
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Number of pages | 10 |
Publication status | Published - 2017 |
Keywords
- Mediated game spectatorship
- E-sport championships
- Online communities
- Ludic spectatorship
- Gameplay modes