Live streaming is a new media format that simultaneously records and broadcasts in real time, in multiple channels including video, audio, and text. A new application area of live streaming is in the video game community, where players stream their gameplay. Since most of the streamed games are team-based, one’s live streaming may involve other players’ gameplay and disclosure. In the present paper, we aim to understand the attitudes and strategies of players who have been streamed by others in video game live streaming. From an interview study with 20 World of Warcraft (WoW) players, we found that participants had concerns about being streamed due to different factors, and adopted individual and collaborative strategies to cope with their concerns. We discuss privacy challenges in live streaming and present design implications for live streaming tools to improve privacy management.
|Original language||English (US)|
|Journal||Proceedings of the ACM on Human-Computer Interaction|
|State||Published - Nov 1 2018|
All Science Journal Classification (ASJC) codes
- Computer Networks and Communications
- Human-Computer Interaction
- Social Sciences (miscellaneous)