{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,14]],"date-time":"2026-04-14T22:28:30Z","timestamp":1776205710282,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":59,"publisher":"ACM","license":[{"start":{"date-parts":[[2017,6,10]],"date-time":"2017-06-10T00:00:00Z","timestamp":1497052800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2017,6,10]]},"DOI":"10.1145\/3064663.3064732","type":"proceedings-article","created":{"date-parts":[[2017,6,8]],"date-time":"2017-06-08T14:42:54Z","timestamp":1496932974000},"page":"429-440","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":69,"title":["Audience Participation Games"],"prefix":"10.1145","author":[{"given":"Joseph","family":"Seering","sequence":"first","affiliation":[{"name":"Carnegie Mellon University, Pittsburgh, PA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Saiph","family":"Savage","sequence":"additional","affiliation":[{"name":"West Virginia University, Morgantown, WV, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Michael","family":"Eagle","sequence":"additional","affiliation":[{"name":"Carnegie Mellon University, Pittsburgh, PA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Joshua","family":"Churchin","sequence":"additional","affiliation":[{"name":"University of Rochester, Rochester, NY, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Rachel","family":"Moeller","sequence":"additional","affiliation":[{"name":"Carnegie Mellon University, Pittsburgh, PA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Jeffrey P.","family":"Bigham","sequence":"additional","affiliation":[{"name":"Carnegie Mellon University, Pittsburgh, PA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Jessica","family":"Hammer","sequence":"additional","affiliation":[{"name":"Carnegie Mellon, Pittsburgh, PA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2017,6,10]]},"reference":[{"key":"e_1_3_2_1_1_1","volume-title":"GDC 2012: Sid Meier on how to see games as sets of interesting decisions. Gamasutra","author":"Alexander Leigh","year":"2012","unstructured":"Leigh Alexander . 2012 . GDC 2012: Sid Meier on how to see games as sets of interesting decisions. Gamasutra (2012). Leigh Alexander. 2012. GDC 2012: Sid Meier on how to see games as sets of interesting decisions. Gamasutra (2012)."},{"key":"e_1_3_2_1_2_1","first-page":"3","article-title":"The death of the author","volume":"83","author":"Barthes Roland","year":"2001","unstructured":"Roland Barthes . 2001 . The death of the author . Contributions in Philosophy 83 (2001), 3 -- 8 . Roland Barthes. 2001. The death of the author. Contributions in Philosophy 83 (2001), 3--8.","journal-title":"Contributions in Philosophy"},{"key":"e_1_3_2_1_3_1","volume-title":"Proceedings of Advances in Computer Entertainment.","author":"Benford Steve","year":"2004","unstructured":"Steve Benford , Martin Flintham , Adam Drozd , Rob Anastasi , Duncan Rowland , Nick Tandavanitj , Matt Adams , Ju Row-Farr , Amanda Oldroyd , and Jon Sutton . 2004 . Uncle Roy All Around You: Implicating the city in a location-based performance . In Proceedings of Advances in Computer Entertainment. Steve Benford, Martin Flintham, Adam Drozd, Rob Anastasi, Duncan Rowland, Nick Tandavanitj, Matt Adams, Ju Row-Farr, Amanda Oldroyd, and Jon Sutton. 2004. Uncle Roy All Around You: Implicating the city in a location-based performance. In Proceedings of Advances in Computer Entertainment."},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/2858036.2858062"},{"key":"e_1_3_2_1_5_1","volume-title":"Synthetic worlds: The business and culture of online games","author":"Castronova E","unstructured":"E Castronova . 2005. Synthetic worlds: The business and culture of online games . University of Chicago Press. E Castronova. 2005. Synthetic worlds: The business and culture of online games. University of Chicago Press."},{"key":"e_1_3_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/1978942.1979053"},{"key":"e_1_3_2_1_7_1","volume-title":"Proceedings of DiGRA 2005 Conference: Changing Views Worlds in Play.","author":"Copier M.","year":"2005","unstructured":"M. Copier . 2005 . Connecting worlds. Fantasy role-playing games, ritual acts and the magic circle . In Proceedings of DiGRA 2005 Conference: Changing Views Worlds in Play. M. Copier. 2005. Connecting worlds. Fantasy role-playing games, ritual acts and the magic circle. In Proceedings of DiGRA 2005 Conference: Changing Views Worlds in Play."},{"key":"e_1_3_2_1_8_1","volume-title":"Beyond the magic circle: A network perspective on role-play in online games","author":"Copier M.","unstructured":"M. Copier . 2007. Beyond the magic circle: A network perspective on role-play in online games . Utrecht University . M. Copier. 2007. Beyond the magic circle: A network perspective on role-play in online games. Utrecht University."},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1145\/2207676.2208350"},{"key":"e_1_3_2_1_10_1","unstructured":"Michael Davies. 2002. Who Wants to be a Millionaire? {ABC}. (2002).  Michael Davies. 2002. Who Wants to be a Millionaire? {ABC}. (2002)."},{"key":"e_1_3_2_1_11_1","volume-title":"Identity and Deception in the Virtual Community. Communities in Cyberspace","author":"Donath Judith","year":"1999","unstructured":"Judith Donath . 1999. Identity and Deception in the Virtual Community. Communities in Cyberspace ( 1999 ), 27--58. Judith Donath. 1999. Identity and Deception in the Virtual Community. Communities in Cyberspace (1999), 27--58."},{"key":"e_1_3_2_1_12_1","unstructured":"S. Drucker L. W. He M. Cohen C. Wong and A. Gupta. 2002. Spectator games: A new entertainment modality of networked multiplayer games. Microsoft Research (2002).  S. Drucker L. W. He M. Cohen C. Wong and A. Gupta. 2002. Spectator games: A new entertainment modality of networked multiplayer games. Microsoft Research (2002)."},{"key":"e_1_3_2_1_13_1","volume-title":"Audience Agency and Trans-Media Drama. Media","author":"Evans Elizabeth","year":"2008","unstructured":"Elizabeth Evans . 2008. Character , Audience Agency and Trans-Media Drama. Media , Culture and Society 12 ( 2008 ). Issue 1. Elizabeth Evans. 2008. Character, Audience Agency and Trans-Media Drama. Media, Culture and Society 12 (2008). Issue 1."},{"key":"e_1_3_2_1_14_1","unstructured":"Eric Fredricksen. 2002. Progress Quest. {In-Browser}. (2002). http:\/\/progressquest.com\/.  Eric Fredricksen. 2002. Progress Quest. {In-Browser}. (2002). http:\/\/progressquest.com\/."},{"key":"e_1_3_2_1_15_1","volume-title":"FreemantleMedia North America","author":"Fuller S.","year":"2002","unstructured":"S. Fuller . 2002. American Idol . Fox. ( 2002 ). FreemantleMedia North America . S. Fuller. 2002. American Idol. Fox. (2002). FreemantleMedia North America."},{"key":"e_1_3_2_1_16_1","volume-title":"Battlestar Galactica: The Board Game. {Tabletop}.","author":"Games Fantasy Flight","year":"2008","unstructured":"Fantasy Flight Games . 2008 . Battlestar Galactica: The Board Game. {Tabletop}. (2008). https:\/\/www.fantasyflightgames.com\/en\/products\/ battlestar-galactica\/. Fantasy Flight Games. 2008. Battlestar Galactica: The Board Game. {Tabletop}. (2008). https:\/\/www.fantasyflightgames.com\/en\/products\/ battlestar-galactica\/."},{"key":"e_1_3_2_1_17_1","volume-title":"Twitch Ups Its Game to Compete with YouTube Gaming","author":"Gaudiosi John","year":"2016","unstructured":"John Gaudiosi . 2016. Twitch Ups Its Game to Compete with YouTube Gaming . In Fast Company . http:\/\/fortune.com\/ 2016 \/02\/26\/twitchupsitsgametocompetewithyoutubegaming\/. John Gaudiosi. 2016. Twitch Ups Its Game to Compete with YouTube Gaming. In Fast Company. http:\/\/fortune.com\/2016\/02\/26\/twitchupsitsgametocompetewithyoutubegaming\/."},{"key":"e_1_3_2_1_18_1","volume-title":"11th International Conference on Computer Supported Collaborative Learning. ISLS.","author":"Georgen Chris","year":"2015","unstructured":"Chris Georgen , Sean Duncan , and Lucas Cook . 2015 . From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream . In 11th International Conference on Computer Supported Collaborative Learning. ISLS. Chris Georgen, Sean Duncan, and Lucas Cook. 2015. From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. In 11th International Conference on Computer Supported Collaborative Learning. ISLS."},{"key":"e_1_3_2_1_19_1","doi-asserted-by":"publisher","DOI":"10.1145\/2556288.2557048"},{"key":"e_1_3_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/2793107.2793114"},{"key":"e_1_3_2_1_21_1","volume-title":"Homo Ludens: A Study of the Play-Element in Culture","author":"Huizinga J.","year":"1955","unstructured":"J. Huizinga . 1955 . Homo Ludens: A Study of the Play-Element in Culture . Beacon Press . J. Huizinga. 1955. Homo Ludens: A Study of the Play-Element in Culture. Beacon Press."},{"key":"e_1_3_2_1_22_1","unstructured":"Jackbox Games. 2015. Quiplash. {PC\/Mac Computer Xbox One PS3 PS4 and Twitch}. (2015). http:\/\/jackboxgames.com\/project\/quiplash\/.  Jackbox Games. 2015. Quiplash. {PC\/Mac Computer Xbox One PS3 PS4 and Twitch}. (2015). http:\/\/jackboxgames.com\/project\/quiplash\/."},{"key":"e_1_3_2_1_23_1","unstructured":"Jellyvision Games Inc. 2011. You Don't know Jack. {PC Computer Console and Mobile}. (2011). http:\/\/jackboxgames.com\/games\/.  Jellyvision Games Inc. 2011. You Don't know Jack. {PC Computer Console and Mobile}. (2011). http:\/\/jackboxgames.com\/games\/."},{"key":"e_1_3_2_1_24_1","unstructured":"John. 2008. Achievement Unlocked. {In-Browser}. (2008). http:\/\/armorgames.com\/play\/2893\/ achievement-unlocked.  John. 2008. Achievement Unlocked. {In-Browser}. (2008). http:\/\/armorgames.com\/play\/2893\/ achievement-unlocked."},{"key":"e_1_3_2_1_25_1","volume-title":"The game, the player, the world: Looking for a heart of gameness. PLURAIS - Revista Multidisciplinar 1","author":"Juul J.","year":"2010","unstructured":"J. Juul . 2010. The game, the player, the world: Looking for a heart of gameness. PLURAIS - Revista Multidisciplinar 1 ( 2010 ). Issue 2. J. Juul. 2010. The game, the player, the world: Looking for a heart of gameness. PLURAIS - Revista Multidisciplinar 1 (2010). Issue 2."},{"key":"e_1_3_2_1_26_1","unstructured":"Robot Loves Kitty. 2015. Legend of Dungeon: Masters. {PC Computer}. (2015).  Robot Loves Kitty. 2015. Legend of Dungeon: Masters. {PC Computer}. (2015)."},{"key":"e_1_3_2_1_27_1","unstructured":"Alex Leavitt. 2014. TwitchPlayedPokemon: An Analysis of the Experimental Interactive Phenomenon. Presentation. (2014). http:\/\/www.gdcvault.com\/play\/ 1021438\/TwitchPlayedPokemon-An-Analysis-of-the.  Alex Leavitt. 2014. TwitchPlayedPokemon: An Analysis of the Experimental Interactive Phenomenon. Presentation. (2014). http:\/\/www.gdcvault.com\/play\/ 1021438\/TwitchPlayedPokemon-An-Analysis-of-the."},{"key":"e_1_3_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1109\/ICMI.2002.1166962"},{"key":"e_1_3_2_1_29_1","unstructured":"J. McGonigal and I. Bogost. 2006. Cruel 2 B Kind. (2006). http:\/\/www.cruelgame.com\/.  J. McGonigal and I. Bogost. 2006. Cruel 2 B Kind. (2006). http:\/\/www.cruelgame.com\/."},{"key":"e_1_3_2_1_30_1","doi-asserted-by":"publisher","DOI":"10.1145\/2592235.2592244"},{"key":"e_1_3_2_1_31_1","volume-title":"Proceedings of Digital Arts and Culture.","author":"Montola M.","year":"2005","unstructured":"M. Montola . 2005 . Exploring the edge of the magic circle: Defining pervasive games . In Proceedings of Digital Arts and Culture. M. Montola. 2005. Exploring the edge of the magic circle: Defining pervasive games. In Proceedings of Digital Arts and Culture."},{"key":"e_1_3_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyg.2016.01272"},{"key":"e_1_3_2_1_33_1","unstructured":"Days of Wonder Board Games. 2005. Shadows over Camelot. {Tabletop}. (2005). https: \/\/www.daysofwonder.com\/shadowsovercamelot\/en\/.  Days of Wonder Board Games. 2005. Shadows over Camelot. {Tabletop}. (2005). https: \/\/www.daysofwonder.com\/shadowsovercamelot\/en\/."},{"key":"e_1_3_2_1_34_1","volume-title":"How Twitch Hooked 45 Million Viewers To Watch 13 Billion Minutes Of Gaming A Month","author":"Ohannessian Kevin","unstructured":"Kevin Ohannessian . 2016. How Twitch Hooked 45 Million Viewers To Watch 13 Billion Minutes Of Gaming A Month . In Fast Company . https:\/\/www.fastcompany.com\/3027452\/howtwitchhooked45millionviewerstowatch13billionminutesofgamingamonth. Kevin Ohannessian. 2016. How Twitch Hooked 45 Million Viewers To Watch 13 Billion Minutes Of Gaming A Month. In Fast Company. https:\/\/www.fastcompany.com\/3027452\/howtwitchhooked45millionviewerstowatch13billionminutesofgamingamonth."},{"key":"e_1_3_2_1_35_1","unstructured":"Jedrzej Olejniczak. 2015. A Linguistic Study of Language Variety used on Twitch.tv: Descriptive and Corpus-based Approaches. In Redefining Community in Intercultural Context. 329--344.  Jedrzej Olejniczak. 2015. A Linguistic Study of Language Variety used on Twitch.tv: Descriptive and Corpus-based Approaches. In Redefining Community in Intercultural Context. 329--344."},{"key":"e_1_3_2_1_36_1","unstructured":"Pipeworks. 2015. Superfight. {PC\/Twitch originally cards}. (2015). https:\/\/www.superfightgame.com\/.  Pipeworks. 2015. Superfight. {PC\/Twitch originally cards}. (2015). https:\/\/www.superfightgame.com\/."},{"key":"e_1_3_2_1_37_1","unstructured":"Luke Plunkett. 2016. Twitch Is Helping Build Games An Audience Can Play Too. In kotaku. http:\/\/www.kotaku.com.au\/2016\/03\/twitchishelpingbuildgamesanaudiencecanplaytoo\/.  Luke Plunkett. 2016. Twitch Is Helping Build Games An Audience Can Play Too. In kotaku. http:\/\/www.kotaku.com.au\/2016\/03\/twitchishelpingbuildgamesanaudiencecanplaytoo\/."},{"key":"e_1_3_2_1_38_1","unstructured":"Daan Prujit. 2014. The game about the game: Metagaming in Twitchplayspok\u00e9mon. Thesis. (2014). http: \/\/dare.uva.nl\/cgi\/arno\/show.cgi?fid=550381.  Daan Prujit. 2014. The game about the game: Metagaming in Twitchplayspok\u00e9mon. Thesis. (2014). http: \/\/dare.uva.nl\/cgi\/arno\/show.cgi?fid=550381."},{"key":"e_1_3_2_1_39_1","volume-title":"Twitch Plays Pokemon: A Case Study in Big G Games","author":"Ramirez Dennis","unstructured":"Dennis Ramirez , Jenny Saucerman , and Jeremy Dietmeier . 2014. Twitch Plays Pokemon: A Case Study in Big G Games . In DiGRA. Digital Games Research Association . Dennis Ramirez, Jenny Saucerman, and Jeremy Dietmeier. 2014. Twitch Plays Pokemon: A Case Study in Big G Games. In DiGRA. Digital Games Research Association."},{"key":"e_1_3_2_1_40_1","doi-asserted-by":"publisher","DOI":"10.1145\/1054972.1055074"},{"key":"e_1_3_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1145\/2658537.2658683"},{"key":"e_1_3_2_1_42_1","unstructured":"K. Salen and E. Zimmerman. 2004. Rules of play: Game design fundamentals. MIT Press.   K. Salen and E. Zimmerman. 2004. Rules of play: Game design fundamentals. MIT Press."},{"key":"e_1_3_2_1_43_1","volume-title":"https:\/\/www.twitch.tv\/saltybet","author":"Bet Salty","year":"2017","unstructured":"Salty Bet . 2017. Salty Bet . { Twitch and PC Computer}. ( 2017 ). https:\/\/www.twitch.tv\/saltybet . Salty Bet. 2017. Salty Bet. {Twitch and PC Computer}. (2017). https:\/\/www.twitch.tv\/saltybet."},{"key":"e_1_3_2_1_44_1","doi-asserted-by":"publisher","DOI":"10.1145\/2675133.2675295"},{"key":"e_1_3_2_1_45_1","unstructured":"Dennis Scimeca. 2016. Streamline could revolutionize the way we play games on Twitch. In The Daily Dot. http:\/\/www.kotaku.com.au\/2016\/03\/twitchishelpingbuildgamesanaudiencecanplaytoo\/.  Dennis Scimeca. 2016. Streamline could revolutionize the way we play games on Twitch. In The Daily Dot. http:\/\/www.kotaku.com.au\/2016\/03\/twitchishelpingbuildgamesanaudiencecanplaytoo\/."},{"key":"e_1_3_2_1_46_1","unstructured":"Ben Shneiderman and Catherine Plaisant. 2004. Designing the User Interface: Strategies for Effective Human-Computer Interaction. Pearson Education.   Ben Shneiderman and Catherine Plaisant. 2004. Designing the User Interface: Strategies for Effective Human-Computer Interaction. Pearson Education."},{"key":"e_1_3_2_1_47_1","unstructured":"Studio Bean. 2014. Choice Chamber. {PC Computer and Twitch}. (2014). http:\/\/www.choicechamber.com\/.  Studio Bean. 2014. Choice Chamber. {PC Computer and Twitch}. (2014). http:\/\/www.choicechamber.com\/."},{"key":"e_1_3_2_1_48_1","volume-title":"Proceedings of the Digital Arts and Culture Conference.","author":"Tanenbaum Karen","year":"2009","unstructured":"Karen Tanenbaum and Joshua Tanenbaum . 2009 . Commitment to Meaning: A Reframing of Agency in Games . In Proceedings of the Digital Arts and Culture Conference. Karen Tanenbaum and Joshua Tanenbaum. 2009. Commitment to Meaning: A Reframing of Agency in Games. In Proceedings of the Digital Arts and Culture Conference."},{"key":"e_1_3_2_1_49_1","volume-title":"Technology & Policy","author":"Taylor Ivan O. Jr.","year":"2015","unstructured":"Ivan O. Jr. Taylor . 2015. Video Games , Fair Use and the Internet: the Plight of the Lets Play. Journal of Law , Technology & Policy ( 2015 ), 247--271. Ivan O. Jr. Taylor. 2015. Video Games, Fair Use and the Internet: the Plight of the Lets Play. Journal of Law, Technology & Policy (2015), 247--271."},{"key":"e_1_3_2_1_50_1","volume-title":"Play between worlds: Exploring online game culture","author":"Taylor T.L.","unstructured":"T.L. Taylor . 2009. Play between worlds: Exploring online game culture . MIT Press . T.L. Taylor. 2009. Play between worlds: Exploring online game culture. MIT Press."},{"key":"e_1_3_2_1_51_1","volume-title":"Raising the Stakes: E-sports and the Professionalization of Computer Gaming","author":"Taylor T.L.","unstructured":"T.L. Taylor . 2012. Raising the Stakes: E-sports and the Professionalization of Computer Gaming . MIT Press . T.L. Taylor. 2012. Raising the Stakes: E-sports and the Professionalization of Computer Gaming. MIT Press."},{"key":"e_1_3_2_1_52_1","doi-asserted-by":"publisher","DOI":"10.1145\/2658537.2658681"},{"key":"e_1_3_2_1_53_1","volume-title":"Agency and the death of the author: A partial defense of modernism. JAC","author":"Trimbur John","year":"2000","unstructured":"John Trimbur . 2000. Agency and the death of the author: A partial defense of modernism. JAC ( 2000 ), 283--298. John Trimbur. 2000. Agency and the death of the author: A partial defense of modernism. JAC (2000), 283--298."},{"key":"e_1_3_2_1_54_1","volume-title":"Television drama: agency, audience and myth","author":"Tulloch John","unstructured":"John Tulloch and others. 2002. Television drama: agency, audience and myth . Routledge . John Tulloch and others. 2002. Television drama: agency, audience and myth. Routledge."},{"key":"e_1_3_2_1_55_1","doi-asserted-by":"publisher","DOI":"10.1145\/1518701.1518939"},{"key":"e_1_3_2_1_56_1","doi-asserted-by":"publisher","DOI":"10.1089\/cpb.2006.9.772"},{"key":"e_1_3_2_1_57_1","unstructured":"Nick Yee. 2015. Gamer motivation model overview. Presentation. (2015). http:\/\/quanticfoundry.com\/ 2015\/12\/21\/map-of-gaming-motivations\/.  Nick Yee. 2015. Gamer motivation model overview. Presentation. (2015). http:\/\/quanticfoundry.com\/ 2015\/12\/21\/map-of-gaming-motivations\/."},{"key":"e_1_3_2_1_58_1","doi-asserted-by":"publisher","DOI":"10.1145\/2207676.2208681"},{"key":"e_1_3_2_1_59_1","volume-title":"https:\/\/phantombot.tv\/","author":"PhantomBot Zakery M.","year":"2016","unstructured":"Zakery M. (Zelatko) and Alex (Phantomindex). 2016. PhantomBot . {PC\/Mac\/ Linux Computer , Twitch}. ( 2016 ). https:\/\/phantombot.tv\/ . Zakery M. (Zelatko) and Alex (Phantomindex). 2016. PhantomBot. {PC\/Mac\/Linux Computer, Twitch}. (2016). https:\/\/phantombot.tv\/."}],"event":{"name":"DIS '17: Designing Interactive Systems Conference 2017","location":"Edinburgh United Kingdom","acronym":"DIS '17","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"]},"container-title":["Proceedings of the 2017 Conference on Designing Interactive Systems"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3064663.3064732","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3064663.3064732","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T03:36:39Z","timestamp":1750217799000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3064663.3064732"}},"subtitle":["Blurring the Line Between Player and Spectator"],"short-title":[],"issued":{"date-parts":[[2017,6,10]]},"references-count":59,"alternative-id":["10.1145\/3064663.3064732","10.1145\/3064663"],"URL":"https:\/\/doi.org\/10.1145\/3064663.3064732","relation":{},"subject":[],"published":{"date-parts":[[2017,6,10]]},"assertion":[{"value":"2017-06-10","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}