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Virtual spectating: hearing beyond the video arcade

Published: 04 July 2011 Publication History

Abstract

The latest in the most popular head-to-head fighting video series, Super Street Fighter IV by Capcom, now features spectating functionality. Coupled with audio chat, players can both watch and participate in matches with anyone in the world. We describe a video analysis of over 36 hours of gameplay in SSF4. Our results show that players can deftly structure audio when spectating to transform gameplay in SSF4. This new hybrid spectator sport in which boundaries between actor and audience are blurred exhibits three significant characteristics: the audio recreates the arcade culture, appropriates "invisible" but real players, and symbolically creates power relations between mute and speaking gamers. We also present exploratory evidence that suggests a starkly different experience for female gamers who wish to audibly join in virtual spectating.

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Cited By

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  • (2019)Behind the VoicesProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300795(1-12)Online publication date: 2-May-2019
  • (2017)Gendered design biasProceedings of the 29th Australian Conference on Computer-Human Interaction10.1145/3152771.3152804(307-317)Online publication date: 28-Nov-2017
  • (2014)Audience experience in social videogamingProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2556288.2556965(3473-3482)Online publication date: 26-Apr-2014

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cover image Guide Proceedings
BCS-HCI '11: Proceedings of the 25th BCS Conference on Human-Computer Interaction
July 2011
572 pages

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BCS Learning & Development Ltd.

Swindon, United Kingdom

Publication History

Published: 04 July 2011

Author Tags

  1. Super Street Fighter IV
  2. audio
  3. fighting games
  4. performing
  5. spectating
  6. video games

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Cited By

View all
  • (2019)Behind the VoicesProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300795(1-12)Online publication date: 2-May-2019
  • (2017)Gendered design biasProceedings of the 29th Australian Conference on Computer-Human Interaction10.1145/3152771.3152804(307-317)Online publication date: 28-Nov-2017
  • (2014)Audience experience in social videogamingProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2556288.2556965(3473-3482)Online publication date: 26-Apr-2014

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