Does Streaming Esports Affect Players’ Behavior and Performance?
In this work, we analyze what effect streaming gameplay on Twitch has on players’ in-game behavior and performance. We hypothesized that streaming can act as a form of implicit incentive to boost players’ performance and engagement. To test this hypothesis, we continuously collected data about all T...
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| Vydáno v: | Games and culture Ročník 15; číslo 1; s. 9 - 31 |
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| Hlavní autoři: | , , |
| Médium: | Journal Article |
| Jazyk: | angličtina |
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Los Angeles, CA
SAGE Publications
01.01.2020
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| ISSN: | 1555-4120, 1555-4139 |
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| Abstract | In this work, we analyze what effect streaming gameplay on Twitch has on players’ in-game behavior and performance. We hypothesized that streaming can act as a form of implicit incentive to boost players’ performance and engagement. To test this hypothesis, we continuously collected data about all Twitch streams related to a popular Multiplayer Online Battle Arena (MOBA) game, League of Legends (LoL), and data of all LoL matches played during the same time frame, and cross-mapped the two data sets. We found that, counterintuitively, streaming significantly deteriorates players’ in-game performance: This may be due to the burden of carrying out two cognitively intensive activities at the same time, namely, playing the game and producing its commentary for streaming purposes. On the other hand, streaming increases engagement keeping players in significantly longer game sessions. We investigate these two effects further, to characterize how they vary upon individual characteristics. |
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| AbstractList | In this work, we analyze what effect streaming gameplay on Twitch has on players’ in-game behavior and performance. We hypothesized that streaming can act as a form of implicit incentive to boost players’ performance and engagement. To test this hypothesis, we continuously collected data about all Twitch streams related to a popular Multiplayer Online Battle Arena (MOBA) game, League of Legends (LoL), and data of all LoL matches played during the same time frame, and cross-mapped the two data sets. We found that, counterintuitively, streaming significantly deteriorates players’ in-game performance: This may be due to the burden of carrying out two cognitively intensive activities at the same time, namely, playing the game and producing its commentary for streaming purposes. On the other hand, streaming increases engagement keeping players in significantly longer game sessions. We investigate these two effects further, to characterize how they vary upon individual characteristics. |
| Author | Matsui, Akira Sapienza, Anna Ferrara, Emilio |
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| Cites_doi | 10.1037/0033-2909.126.2.247 10.1007/978-3-319-58559-8_23 10.1089/cpb.2006.9.772 10.1016/j.chb.2016.10.019 10.1371/journal.pone.0161636 10.1145/2967934.2968078 10.1016/j.chb.2017.03.036 10.1152/japplphysiol.91324.2008 10.1073/pnas.1706530115 10.1145/2736277.2741117 10.1073/pnas.1802407115 10.1108/IntR-04-2016-0085 10.1016/j.chb.2017.06.006 10.1007/978-3-319-47874-6_6 10.1017/S0140525X12003196 10.1016/j.chb.2018.02.013 10.1145/3041021.3054176 10.1145/3077548.3077556 10.1073/pnas.1516947113 10.1145/2658537.2658538 10.1016/j.neubiorev.2012.10.003 10.1145/2556288.2557048 10.1016/j.brainresrev.2008.07.001 10.1145/2187980.2188259 10.1037/1076-898X.10.3.188 10.1145/3041021.3054203 10.1098/rsos.180329 |
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| References | Borghini, Astolfi, Vecchiato, Mattia, Babiloni 2014; 44 Sapienza, Zeng, Bessi, Lerman, Ferrara 2018; 5 Muraven, Baumeister 2000; 126 Boksem, Tops 2008; 59 Sjöblom, Hamari 2017; 75 Hilvert-Bruce, Neill, Sjöblom, Hamari 2018; 84 Sjöblom, Törhönen, Hamari, Macey 2017; 73 Kurzban, Duckworth, Kable, Myers 2013; 36 Healy, Kole, Buck-Gengler, Bourne 2004; 10 Yee 2006; 9 Hu, Zhang, Wang 2017; 75 Singer, Ferrara, Kooti, Strohmaier, Lerman 2016 Hamari, Sjöblom 2017; 27 Marcora, Staiano, Manning 2009; 106 bibr17-1555412019838095 bibr25-1555412019838095 bibr4-1555412019838095 bibr12-1555412019838095 bibr3-1555412019838095 Singer P. (bibr24-1555412019838095) 2016 bibr8-1555412019838095 bibr21-1555412019838095 bibr16-1555412019838095 bibr2-1555412019838095 bibr7-1555412019838095 bibr11-1555412019838095 bibr20-1555412019838095 bibr6-1555412019838095 bibr23-1555412019838095 bibr1-1555412019838095 bibr28-1555412019838095 bibr10-1555412019838095 bibr15-1555412019838095 bibr19-1555412019838095 bibr22-1555412019838095 bibr13-1555412019838095 bibr27-1555412019838095 bibr26-1555412019838095 bibr14-1555412019838095 bibr9-1555412019838095 bibr18-1555412019838095 Ferrara E. (bibr5-1555412019838095) 2017 |
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| Title | Does Streaming Esports Affect Players’ Behavior and Performance? |
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