A hierarchical characterization of a live streaming media workload
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
An analysis of live streaming workloads on the internet
Proceedings of the 4th ACM SIGCOMM conference on Internet measurement
I tube, you tube, everybody tubes: analyzing the world's largest user generated content video system
Proceedings of the 7th ACM SIGCOMM conference on Internet measurement
IEEE/ACM Transactions on Networking (TON)
Starcraft from the stands: understanding the game spectator
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From competition to metacognition: designing diverse, sustainable educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
"Electronic-sport" (E-Sport) is now established as a new entertainment genre. More and more players enjoy streaming their games, which attract even more viewers. In fact, in a recent social study, casual players were found to prefer watching professional gamers rather than playing the game themselves. Within this context, advertising provides a significant source of revenue to the professional players, the casters (displaying other people's games) and the game streaming platforms. For this paper, we crawled, during more than 100 days, the most popular among such specialized platforms: Twitch.tv. Thanks to these gigabytes of data, we propose a first characterization of a new Web community, and we show, among other results, that the number of viewers of a streaming session evolves in a predictable way, that audience peaks of a game are explainable and that a Condorcet method can be used to sensibly rank the streamers by popularity. Last but not least, we hope that this paper will bring to light the study of E-Sport and its growing community. They indeed deserve the attention of industrial partners (for the large amount of money involved) and researchers (for interesting problems in social network dynamics, personalized recommendation, sentiment analysis, etc.).