Spontaneous, Yet Studious
暂无分享,去创建一个
Donghee Yvette Wohn | Guo Freeman | Lingyuan Li | D. Y. Wohn | Jirassaya Uttarapong | Guo Freeman | Jirassaya Uttarapong | Lingyuan Li
[1] Loïc Cerf,et al. Watch me playing, i am a professional: a first study on video game live streaming , 2012, WWW.
[2] Eszter Hargittai,et al. The Imagined Audience on Social Network Sites , 2016 .
[3] Jeffrey T. Hancock,et al. Looks and Lies: The Role of Physical Attractiveness in Online Dating Self-Presentation and Deception , 2010, Commun. Res..
[4] Jennings Bryant,et al. Sports and Spectators: Commentary and Appreciation , 1982 .
[5] T. L. Taylor. Watch Me Play , 2018 .
[6] Kalle Jonasson,et al. Electronic sport and its impact on future sport , 2010 .
[7] Yong Ming Kow,et al. Media technologies and learning in the starcraft esport community , 2013, CSCW.
[8] Jie Li,et al. Live Streaming as Co-Performance , 2019, Proc. ACM Hum. Comput. Interact..
[9] Alice E. Marwick. 'I’m a Lot More Interesting than a Friendster Profile': Identity Presentation, Authenticity and Power in Social Networking Services , 2005 .
[10] Abigail Oakley. Disturbing Hegemonic Discourse: Nonbinary Gender and Sexual Orientation Labeling on Tumblr , 2016 .
[11] Gifford Cheung,et al. Starcraft from the stands: understanding the game spectator , 2011, CHI.
[12] Melissa J. Newman. Image and identity: Media literacy for young adult Instagram users , 2015 .
[13] B. R. Schlenker,et al. The strategic control of information: Impression management and self-presentation in daily life. , 2000 .
[14] D. Y. Wohn,et al. Live Streaming, Playing, and Money Spending Behaviors in eSports , 2019, Games Cult..
[15] Daniel C. Funk,et al. eSport vs. Sport: A Comparison of Spectator Motives , 2018 .
[16] Mark R. Johnson. Inclusion and exclusion in the digital economy: disability and mental health as a live streamer on Twitch.tv , 2019 .
[17] Ilya Musabirov,et al. Event-driven Spectators' Communication in Massive eSports Online Chats , 2018, CHI Extended Abstracts.
[18] Anna Lauren Hoffmann,et al. Constructing and enforcing "authentic" identity online: Facebook, real names, and non-normative identities , 2016, First Monday.
[19] Stephen Tsung-Han Sher,et al. Behind the Voices: The Practice and Challenges of Esports Casters , 2019, CHI.
[20] Andruid Kerne,et al. Pen-in-hand command: NUI for real-time strategy esports , 2012, CHI Extended Abstracts.
[21] Nicholas David Bowman,et al. Avatars are (sometimes) people too: Linguistic indicators of parasocial and social ties in player–avatar relationships , 2016, New Media Soc..
[22] Shaowen Bardzell,et al. Revisiting Computer-Mediated Intimacy: In-Game Marriage and Dyadic Gameplay in Audition , 2016, CHI.
[23] Alex Leavitt,et al. "This is a Throwaway Account": Temporary Technical Identities and Perceptions of Anonymity in a Massive Online Community , 2015, CSCW.
[24] Elizabeth F. Churchill,et al. Faceted identity, faceted lives: social and technical issues with being yourself online , 2011, CSCW.
[25] Colin Fitzpatrick,et al. Identity, identification and identifiability: the language of self-presentation on a location-based mobile dating app , 2014, MobileHCI '14.
[26] Ed H. Chi,et al. Talking in circles: selective sharing in google+ , 2012, CHI.
[27] Donghee Yvette Wohn,et al. Explaining Viewers' Emotional, Instrumental, and Financial Support Provision for Live Streamers , 2018, CHI.
[28] David R. Millen,et al. Identity management: multiple presentations of self in facebook , 2007, GROUP.
[29] Nazanin Andalibi,et al. Sensitive Self-disclosures, Responses, and Social Support on Instagram: The Case of #Depression , 2017, CSCW.
[30] Katrien Verbert,et al. Real-Time Dashboards to Support eSports Spectating , 2018, CHI PLAY.
[31] E. Litt. Knock, Knock. Who's There? The Imagined Audience , 2012 .
[32] Robert E. Kraut,et al. Watching together: integrating text chat with video , 2007, CHI.
[33] Tama Leaver,et al. Visualising the ends of identity: pre-birth and post-death on Instagram , 2016 .
[34] Mark R. Johnson,et al. The Affective Labor and Performance of Live Streaming on Twitch.tv , 2019, Television & New Media.
[35] ForteAndrea,et al. Reliability and Inter-rater Reliability in Qualitative Research , 2019 .
[36] Daniel J. Wigdor,et al. "I feel it is my responsibility to stream": Streaming and Engaging with Intangible Cultural Heritage through Livestreaming , 2019, CHI.
[37] Stacey D. Scott,et al. Investigating communication and social practices in real-time strategy games: are in-game tools sufficient to support the overall gaming experience? , 2011, Graphics Interface.
[38] Bonnie Ruberg,et al. Queer Game Studies , 2017 .
[39] Tobias M. Scholz. eSports is Business , 2019 .
[40] June Ahn,et al. The Game of Performing Play: Understanding Streaming as Cultural Production , 2017, CHI.
[41] Donghee Yvette Wohn,et al. eSports as An Emerging Research Context at CHI: Diverse Perspectives on Definitions , 2017, CHI Extended Abstracts.
[42] Shaowen Bardzell,et al. Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game , 2015, CSCW.
[43] Joseph Macey,et al. Content structure is king: An empirical study on gratifications, game genres and content type on Twitch , 2017, Comput. Hum. Behav..
[44] Priscilla M. Regan,et al. Negotiating With Gender Stereotypes on Social Networking Sites , 2013 .
[45] Brian Keegan,et al. Ping to Win?: Non-Verbal Communication and Team Performance in Competitive Online Multiplayer Games , 2016, CHI.
[46] Les Nelson,et al. Do men heal more when in drag?: conflicting identity cues between user and avatar , 2011, CHI.
[47] Elliot T. Panek,et al. Mirror or Megaphone?: How relationships between narcissism and social networking site use differ on Facebook and Twitter , 2013 .
[48] Donghee Yvette Wohn,et al. Social Support in eSports: Building Emotional and Esteem Support from Instrumental Support Interactions in a Highly Competitive Environment , 2017, ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.
[49] HamariJuho,et al. Content structure is king , 2017 .
[50] T. L. Taylor,et al. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming , 2012 .
[51] Juho Hamari,et al. Social motivations of live-streaming viewer engagement on Twitch , 2018, Comput. Hum. Behav..
[52] Andruid Kerne,et al. Streaming on twitch: fostering participatory communities of play within live mixed media , 2014, CHI.
[53] D. Kane,et al. Recognizing eSports as a sport. , 2017 .
[54] Silvia Lindtner,et al. Constructing a Desiring User: Discourse, Rurality, and Design in Location-Based Social Networks , 2017, CSCW.
[55] Juho Hamari,et al. What is eSports and why do people watch it? , 2017, Internet Res..
[56] John Short,et al. The social psychology of telecommunications , 1976 .
[57] Ronald E. Rice,et al. Mediated disclosure on Twitter: The roles of gender and identity in boundary impermeability, valence, disclosure, and stage , 2013, Comput. Hum. Behav..
[58] Jeremy Birnholtz,et al. 'Too Gay for Facebook' , 2018, Proceedings of the ACM on Human-Computer Interaction.
[59] Andruid Kerne,et al. High-performance pen + touch modality interactions: a real-time strategy game eSports context , 2012, UIST.
[60] Daniel J. Wigdor,et al. Vicariously Experiencing it all Without Going Outside , 2019, Proc. ACM Hum. Comput. Interact..
[61] Yuri Seo,et al. Electronic sports: A new marketing landscape of the experience economy , 2013 .