Learn and play with interactive TV
Computers in Entertainment (CIE) - Interactive TV
Computers in Entertainment (CIE) - Social television and user interaction
The implications of program genres for the design of social television systems
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
Supporting the social uses of television: sociability heuristics for social tv
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The user-led disruption: self-(re)broadcasting at Justin.tv and elsewhere
Proceedings of the seventh european conference on European interactive television conference
Connecting TV & PC: an in-situ field evaluation of an unified electronic program guide concept
Proceedings of the seventh european conference on European interactive television conference
Local communities and IPTV: Lessons learned in an early design and development phase
Computers in Entertainment (CIE) - SPECIAL ISSUE: TV and Video Entertainment Environments
Designing the user experience in iTV-based interactive learning objects
Proceedings of the 28th ACM International Conference on Design of Communication
Starcraft from the stands: understanding the game spectator
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating program-embedded advertisement format in interactive digital TV
Proceddings of the 9th international interactive conference on Interactive television
FANFEEDS: evaluation of socially generated information feed on second screen as a TV show companion
Proceedings of the 10th European conference on Interactive tv and video
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Video games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television broadcasts. In this paper we look at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved. An interesting part of this phenomenon is its relation to the malleability of activity and passivity; video games are traditionally active but spectatorship brings an element of passivity, whereas television is traditionally passive but interactive television brings an element of activity. We explore this phenomenon based on selected examples and stimulate a discussion around how such understanding from the video game field could be interesting for interactive television.