ESports tournaments, such as Dota 2's The International (TI), attract millions of spectators to watch broadcasts on online streaming platforms, to communicate, and to share their experience and emotions. Unlike traditional streams, tournament broadcasts lack a streamer figure to which spectators can appeal directly. Using topic modelling and cross-correlation analysis of more than three million messages from 86 games of TI7, we uncover main topical and temporal patterns of communication. First, we disentangle contextual meanings of emotes and memes, which play a salient role in communication, and show a meta-topics semantic map of streaming slang. Second, our analysis shows a prevalence of the event-driven game communication during tournament broadcasts and particular topics associated with the event peaks. Third, we show that "copypasta" cascades and other related practices, while occupying a significant share of messages, are strongly associated with periods of lower in-game activity. Based on the analysis, we propose design ideas to support different modes of spectators' communication.
翻译:诸如 Dota 2's The International (TI) 等ESports 锦标赛吸引了数百万观众观看在线流流平台的广播、交流和分享他们的经验和情感。 与传统流流不同, 锦标赛的广播缺乏观众可以直接吸引的流体数字。 我们利用主题建模和交叉关系分析对86个TI7游戏的三百多万条信息进行对比分析, 我们发现了主要的时空通信模式。 首先, 我们分解了在通信中扮演突出角色的motes和memes的背景含义, 并展示了流声的元主题语义图。 其次, 我们的分析显示在比赛广播和与事件高峰相关的特定主题期间, 由事件驱动的游戏通信非常普遍。 第三, 我们显示,“ 影视” 级联和其他相关做法, 虽然占着大量信息, 却与游戏中活动较低的时期密切相关。 基于分析, 我们提出设计想法支持不同模式的观众沟通模式。