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Between an Arena and a Sports Bar: Online Chats of
                                                         eSports Spectators
                                                                     Ilya Musabirov                                                       Denis Bulygin
                                                              National Research University                                          National Research University
                                                              Higher School of Economics                                         Higher School of Economics, Russia,
                                                                          Russia                                                    Uppsala University, Sweden
                                                                  ilya@musabirov.info
arXiv:1801.02862v1 [cs.HC] 9 Jan 2018

                                                                     Paul Okopny                                                       Ksenia Konstantinova
                                                                   University of Bergen                                              National Research University
                                                                         Norway                                                      Higher School of Economics
                                                                                                                                                Russia
                                        ABSTRACT                                                                        1   INTRODUCTION
                                        ESports tournaments, such as Dota 2’s The International                         Watching others play video games via streaming services
                                        (TI), attract millions of spectators to watch broadcasts on                     is an increasingly popular practice. During eSports tourna-
                                        online streaming platforms, to communicate, and to share                        ments, thousands of spectators gather in a virtual space to
                                        their experience and emotions. Unlike traditional streams,                      cheer for their favourite teams and players, watch games,
                                        tournament broadcasts lack a streamer figure to which spec-                     and share emotions with fellow fans.
                                        tators can appeal directly. Using topic modelling and cross-                       Massive chats, which involve thousands of users, are fast
                                        correlation analysis of more than three million messages                        and “loud”, with a rapid flow of text messages making it
                                        from 86 games of TI7, we uncover main topical and temporal                      difficult to engage in a meaningful conversation [10] lead-
                                        patterns of communication. First, we disentangle contextual                     ing researchers to treat some of these message cascades as
                                        meanings of emotes and memes, which play a salient role in                      anti-social [16]. On the other hand, Ford et al. underline the
                                        communication, and show a meta-topics semantic map of                           meaningful and valuable nature of this “crowd speak“ for
                                        streaming slang. Second, our analysis shows a prevalence of                     establishing massive chat coherence. During key moments
                                        the event-driven game communication during tournament                           of the game, spectators fill the chat with cheering, memes,
                                        broadcasts and particular topics associated with the event                      and emotes resembling a “roaring” sports arena [10].
                                        peaks. Third, we show that “copypasta” cascades and other                          In contrast to personal game streams, massive eSports
                                        related practices, while occupying a significant share of mes-                  tournament broadcasts reduce the streamer’s figure to a mere
                                        sages, are strongly associated with periods of lower in-game                    technical role and limit spectators’ opportunity to appeal
                                        activity. Based on the analysis, we propose design ideas to                     directly to the players.
                                        support different modes of spectators’ communication.                              This limitation dictates a one-way link between what oc-
                                                                                                                        curs between the screen and the chat suggesting the need for
                                        CCS CONCEPTS                                                                    a detailed analysis of the game-event-driven nature of chats
                                        • Human-centered computing → Empirical studies in                               in tournament settings, which is less apparent in previous
                                        collaborative and social computing; • Information sys-                          research on different game streaming environments [10].
                                        tems → Chat;                                                                       In this work, we perform this analysis by applying a com-
                                                                                                                        bination of topic modelling and time series cross-correlation
                                                                                                                        to chat and game event logs of the largest Dota 2 tournament,
                                        KEYWORDS
                                                                                                                        The International 7.
                                        Streaming, eSports, Dota 2, Twitch.tv                                              Our contribution is twofold. First, we show thematic con-
                                                                                                                        tents of live streaming chats. We build a topic model of live
                                                                                                                        streaming chat content and show the association between
                                        Preprint, December 2017, Preprint                                               topics’ messages and in-game events.
                                        2018. This is the author’s version of the work. It is posted here for your         Second, we introduce the sports bar/club metaphor and
                                        personal use. Not for redistribution. The definitive Version of Record was      propose the consideration of this dual nature of massive
                                        published in Proceedings of Preprint, December 2017, https://doi.org/10.1145/   streaming chats allowing users to participate in both “roar-
                                        nnnnnnn.nnnnnnn.
                                                                                                                        ing” and “talking” by providing a means to manually and
Preprint, December 2017, Preprint                                                                               I. Musabirov et al.

automatically switch between these two modes. For example,         of a stadium through the presence of the strangers, commu-
as at a sports bar, one can sit at a table and have a meaningful   nity reactions to game events, and additional interactions
conversation with a group of friends while the surrounding         such as betting, making acquaintances, or socialising[6]. This
crowd is roaring. At any moment, one can join the crowd in         experience can be explained via an intra-audience effect [4]
cheering and switch back to the conversation with friends.         where the presence of co-spectators and their vocal response
                                                                   to in-game events supply informational cues to an individual.
2   BACKGROUND: DOTA 2, TOURNAMENTS, AND                           These cues influence the formation of normative behaviour
    STREAMING                                                      [3, 18].
Dota 2 is a free-to-play multiplayer online battle arena video        ESports, in turn, are computer-mediated. Thus, there is no
game in which two teams of five players participate. In addi-      physical sports arena for fans to visit, as is even the case of an
tion to being a game, Dota 2 is an eSports discipline featuring    open tournament, which is organised at a physical location,
tournaments and cups, which attract millions of people to          with a monitor remaining as s a barrier [9]. Fans gather
watch.                                                             online in forums, social networks, and streaming platforms
   The gameplay of Dota 2 consists of two phases. First, is        to participate in an event and share experiences [11].
the “picks” phase, in which players choose characters to play.        Hamilton et al. in [10] analysed streaming chats and found
Second, is the game itself in which players operate their          that a “waterfall of text, “ which is typical for massive chats,
characters. The most common two objectives in the game             can disrupt a meaningful conversation within the audience
are to kill enemy characters and destroy buildings.                or between the audience and a streamer. Seering et al. in
   Dota 2 tournaments resemble real-world sports competi-          their analysis [16] concluded that the practice of copying
tions. After qualifications, the best teams battle each other      and pasting messages is anti-social and usually senseless as
through in-game sessions. Usually, teams compete for prizes        viewers create “long, often nonsensical messages with many
provided by the event organisers and sponsors. Dota 2 tourna-      emotes, “ thus flooding the chat. Emotes are often employed
ments are streamed via different platforms, including Twitch.tv.   in online chats to convey emotions which otherwise could
Spectators on Twitch can communicate with each other and           not be expressed briefly and accurately in the text form.
with a streamer using the built-in chat interface.                 Emotes require only a few keystrokes or mouse clicks to
   During the tournament, the game stream is accompanied           write allowing users to send messages rapidly [20].
by commentators who describe what happens in the game,                Both [10] and [7] acknowledged that the speed with which
share their feelings, analyse the situations, and predict the      new chat messages appear is a problem. People engaged
outcome of the game.                                               in communication have difficulty reading and responding
   A professional production team supports the event by            to incoming messages, which is characteristic of large and
operating cameras in the game (so-called cameraman), pro-          massive stream chats [10].
viding the venue, and maintaining the broadcast. However,             These communication “breakdowns“ are also associated
unlike traditional streams, there is no streamer to respond        with in-game events. During exciting moments, spectators
to the chat and communicate with the audience. The analyst         can share their emotions and remind themselves they are
desk is a crew of professional eSports commentators and an-        part of one group [10]. Recktenwald in [14] refers to these
alytic specialists. Unlike commentators, analysts appear on a      sudden bursts of text as “pivoting“, in which “participants
broadcast during breaks between games to discuss previous          create a local meaning for the game event.“
games or offer predictions about future games. Sometimes,             Ford et al. in [7] explore the ways spectators build “crowd
the analyst desk includes an invited person, which was the         speak,“ a “distinctive form of communication“ which sup-
case during TI7 where professional analysts and popular            ports massive chats with thousands of users. Ford et al. em-
players participated.                                              phasise that these practices make the massive chat coherent.
                                                                   Thus, it is “not experienced as a breakdown, overload, or
                                                                   another difficulty“ but as a meaningful medium.
3   RELATED WORK
Sports spectatorship is an inherently social activity as shar-     4    DATA AND METHODS
ing enriches spectators’ experiences [15]. Live sports co-         In this paper, we focus on the analysis of chat messages that
spectatorship in a public place, e.g. a pub or bar, is a “ritual   are connected to broadcast- and game-related events. Us-
practice“ performed together with “other like-minded fans.“        ing the Chatty 1 application, we parsed the stream channel
[19] (cited in [8]). This practice can involve an interaction      dota2ti, which was used during The International 7.We gath-
between viewers and the overall feeling of a crowd, and may        ered more than three million messages from approximately
even result in the development of a new community. Thus,
watching sports tournaments in bars can provide an illusion        1 chatty.github.io/
Between an Arena and a Sports Bar: Online Chats of eSports Spectators                          Preprint, December 2017, Preprint

180 000 viewers. On average for this class of tournament,            After computing cross-correlation profiles, we find clus-
there can be 22 000 messages submitted by 6 000 unique            ters of topics similar in their relation to game event occur-
users per game. We enriched the message-related informa-          rences. We clusterized vectors of cross-correlation coeffi-
tion with in-game event data, e.g., a destruction of a building   cients for different topics using Spearman’s correlation be-
or death of a character, which we acquired by parsing the         tween them as a measure of similarity, i.e. two topics with a
Dotabuff.com website and employing the Open Dota 2 API.           high correlation of cross-correlation profiles are close in our
   We utilised the probabilistic topic modelling algorithm,       clustering. To select the number of clusters, we used both
Latent Dirichlet Allocation (LDA)[1], to analyse the contents     visual-guided inspection of the dendrogram and silhouette
of the chat. LDA takes a collection of text documents as input    metrics for cluster analysis, resulting in five clusters. We next
and derives a pre-set number of topics – sets of words, which     analysed topic content and interpreted each topic according
often co-occur in the same documents. LDA associates each         to the most common comprising words. We labelled clusters
text document to all the topics with different probabilities.     based on topic interpretation.
We classified a topic as “most popular“ if it had the highest
probability (out of all topics) in the given text document.       5     ANALYSIS AND RESULTS
Thus, a chat is characterised by a numeric sequence in which      Previous research suggested that communication in mas-
each element represents the dominating topic ID in the given      sive Twitch.tv chats is event-driven in nature. To explore
time window.                                                      the connection between game events and the topic structure
   During preliminary analysis, we found that chat messages       of messages, we applied cross-correlation analysis to time
in our corpora are often one-word, which is not suitable for a    series of game events and message counts per topic, result-
proper LDA analysis. We split chat messages into slots, each      ing in clusters based on different temporal patterns of game
one covering a seven-second time window, and joined mes-          event-chat reaction connections. The resulting clusters were
sages within these windows into larger text documents. The        labelled as: emotional response, stream content, profes-
window size was preferred as it allowed us to compile text        sional scene, boredom and copypasta, and analyst desk.
documents long enough for analysis (mean = 7.99 messages          Based on the clustering results, we calculated the average
per second, SD = 7, max = 115) and short enough to produce        percentage of messages belonging to each cluster for each
distinctive topics.                                               game.
   We fitted models with a number of topics ranging between          Association between these clusters and the topic model
30 and 100. We chose the 100-topic model because the pro-         captures the differences in a context for similar topics and
duced topics were quite heterogeneous in terms of thematic        particular tokens (words, emojis), which is an especially for-
content and interpretable enough to be labelled.                  tunate feature for an emote-based contextually rich com-
   We applied cross-correlation analysis to establish the rela-   munication of streaming chats. For example, topics in the
tion between in-game events and prevailing topics in the chat     Analyst Desk cluster contain a discussion of themes and in-
[2]. For each topic, we compared its appearance as the most       formation brought to viewers during breaks between games
popular topic and the number of in-game events (typically, it     by analyst desk anchors and guests. The stream Content clus-
was 0 or 1) in the given time frame. We tested resulting time-    ter contains topics devoted to the technical details and the
series with the Kwiatkowski-Phillips-Schmidt-Shin (KPSS)          game setup of the ongoing stream. The Professional Scene
test to ensure they are stationary [12], and as a result, for     cluster contains topics connected to the professional play-
each of 100 topics, we obtained a vector of correlation coeffi-   ers, teams, and brands within and outside the context of the
cients between two series for each time lag (Figure 1-5).         current game.
   Cross-correlation tests are applied if two variables cor-
relate with a lag in some range. Thus, for each topic, we             Cluster    Number of topics     Average % in the game (SD)
obtained a time pattern of its relation to the in-game events.     Emotional           11                     17% (9%)
This time pattern represents the overall presence of the given      response
topic in the chat before (negative lag), during (zero lag), and      Stream            18                     18% (13%)
                                                                     content
after (positive lag) the event. Considering in our case that      Professional         14                     16% (16%)
chat message content is unlikely to influence the game, we            scene
treat the possible connection as a one-way link, i.e. if an in-   Boredom and          30                     30% (16%)
game event is followed or preceded by a burst of particular        copypasta
topic messages.                                                   Analyst desk         27                     17% (16%)
                                                                        Table 1: Meta-topics and distribution per game
Preprint, December 2017, Preprint                                                                                                I. Musabirov et al.

Emotional response                                                          terrain BlessRNG,“ “TERRAIN WutFace,“ etc. Eventually, in
The Emotional Response cluster consists of topics containing                response to these messages, the terrain was changed to the
responses to in-game and related events. For example, specta-               original.
tors might comment on the game balance, a character death,                     Messages associated with topics in this cluster also con-
building destruction, or cameraman missing an interesting                   tain references to Dota 2 memes and terms. For instance,
in-game event. Messages on these topics are short and often                 the message “1k 2k 3k 4k 5k 6k 7k 8k 9k 10k only the cho-
contain only one word, emote, or abbreviation, e.g. “gg”, “ez”,             sen one can hold his true MMR“3 uncovers the mechanism
“pogchamp”, or “kreygasm”. These messages are not always                    of ranking in Dota 2, which is based on gaining or losing
cheering as they sometimes depict mockery toward a player                   MMR-score depending on a game outcome. Another notable
or team due to poor performance, .e.g., “322 LUL.“                          theme in this cluster is the first human-vs-AI game in which
   Most time patterns for topics in this cluster show these                 one of the most famous professional Dota 2 players, Dendi,
“reactions” are tightly connected with in-game events as                    lost to the AI-player: “dendi lost against bot hahahahaha“,
topics emerge in the chat soon before the event and dis-                    “OPENAI MMR BOOST“, “MrDestructoid TIME MrDestructoid
appear shortly after (see Figure 1). The only topic which                   TO MrDestructoid WATCH MrDestructoid MY MrDestructoid
does not fit this pattern is related to complaints of camera-               BOY MrDestructoid OPENAI MrDestructoid ENSLAVE MrDe-
men failing to move the in-game camera toward an in-game                    structoid THE MrDestructoid HUMAN MrDestructoid RACE
event: “TTours DAMN TTours IT TTours FEELS TTours GOOD                      MrDestructoid.“
TTours TO TTours MISS TTours ALL TTours THE TTours AC-                         Regarding time patterns, topics in this cluster present in
TION TTours.“ This type of topic is present before, during,                 the chat before and after, but not during in-game events
and after an in-game event. We suggest that spectators were                 (see Fig. ??). Thus, we can state that, in general, spectators
aware of the in-game situation and knew when something                      tend to comment stream content during the whole stream
interesting happened, even if it did not appear on the screen.              except for small time windows when in-game events grab
Thus, they began to complain to cameramen before the actual                 their attention causing other topics to prevail.
event and continued afterwards.

                                                                                  Figure 2: Stream content time pattern example
    Figure 1: Emotional response time pattern example

                                                                            Professional Scene
Stream content
                                                                            The Professional cluster contains topics related to Dota 2’s
Topics in the Stream cluster are related to the current stream-             professional scene. Spectators discussed topics such as fa-
ing content. Spectators reacted to what or who they saw on                  mous professional teams and players (“liquid gh miracle con-
screen, including players (e.g. “Time to watch my boy Ar-                   trol“), a confrontation between Chinese and Western teams
tour win some Dotes FeelsGoodMan“) and teams (e.g., “Hey                    during the tournament (“budstar liquid go lets china lfy“), or
Virtus Pro, Vlad Putin here. Your president. Doing great!                   the all-starts match where two teams are comprised of play-
Just a reminder: There are 5 spots open in a Siberian Prison                ers from different organizations (“worst ti allstars“). Also,
waiting for you if you don’t win. No pressure! See you guys                 it includes topics about past incidents with specific players,
soon!¡‘). Spectators also commented on new map terrains,                    “rip monitor biblethump secret sobayed,“ referring to a player
which they did not appreciate2 : “BlessRNG pls use default                  from the team, Secret, who broke his monitor in anger4 .
2 https://compete.kotaku.com/the-international-7-reverts-to-default-dota-   3 Matchmaking   Rating, Dota 2’s players skill level estimate.
2-map-due-t-1797504357                                                      4 https://www.youtube.com/watch?v=lLjCvWxaONk
Between an Arena and a Sports Bar: Online Chats of eSports Spectators                       Preprint, December 2017, Preprint

   This cluster also included notions of some particular teams.
A notable example is Team Liquid, which gained the status
of the “last stand” between English-speaking fans. In the
last two days of the tournament, Team Liquid fought against
three Chinese teams and won the tournament. This situation
evoked a burst of team mentions and gave rise to topics on
the China-West confrontation.
   Before in-game events, topics within this cluster rarely
appeared. However, after the event, they appeared more
often (see Figure 3). We suggest that after interesting in-game
events, spectators started cheering for teams and favourite
players or just posted team- and player-related memes in the          Figure 4: Boredom and copypasta time pattern example
chat.

                                                                  Analyst desk
                                                                  Topics in the analyst cluster include names of people partic-
                                                                  ipating in the desk (“ccnc blitz machine“) or players elimi-
                                                                  nated from the tournament (“kkona keepo ba mason[player]
                                                                  [b]ulba[player] dc[team]“). It is not surprising that the time
                                                                  pattern for this cluster does not feature changes associated
                                                                  with in-game events, and is negatively correlated (see Figure
                                                                  5). However, this cluster holds a significant share of messages
                                                                  in the chat suggesting that spectators still discuss related
                                                                  topics during the game, e.g., during the “picks” stage when
                                                                  players choose the characters for the game.
     Figure 3: Professional scene time pattern example

Boredom and Copypasta
The cluster for boredom- and copypasta-related topics con-
tained responses from spectators who conveyed their bore-
dom in various ways. For instance, messages such as “90
min game ResidentSleeper“ or “SLEEP TEST IF YOU TOUCH
THE BED , GO TO SLEEP ResidentSleeper“ could be submit-
ted for expressing ones’ tiredness of the long game without
interesting recent events.
   Spectators sometimes tried to launch a flashmob on a chat
                                                                           Figure 5: Analyst desk time pattern example
for the sake of self-entertainment. For example, they posted a
message “         Lets build a ladder       “ to provoke others
to copy and paste the message creating a visual “ladder” on       6    DISCUSSION
the screen, which is considered classic Twitch copypasta 5 .
Keywords for the topics in this cluster are not connected to      We demonstrate the overall thematic structure of massive
Dota 2 or personalities (e.g., players) in the stream.            eSport events live streaming chats and show how differ-
   The time pattern for topics in this cluster follows a rise     ent topics are evoked and discouraged by in-game events.
before an interesting in-game event, and start declining half     While hinted by previous works and often considered as
a minute before anything occurs (see Figure 4). We assume         common knowledge, to our understanding, this phenome-
that spectators anticipate an interesting and exciting in-game    non has never been supported by statistical evidence until
event, so they stop posting boredom-related copypasta. Dur-       now.
ing and after the event, the level of these topics in the chat      The event-driven and sentiment sharing nature of massive
remains low.                                                      tournaments’ chats suggests a rethinking of its design goals.
                                                                  As Hamilton et al. noted in [10], sudden bursts of emotes
5 https://www.twitchquotes.com/copypastas/1452
                                                                  and copypasta disrupt meaningful conversations between
Preprint, December 2017, Preprint                                                                                                I. Musabirov et al.

spectators, and we demonstrated how these bursts are con-                        https://www.google.com/books?hl=ru&lr=&id=DJ_lBwAAQBAJ&
nected to in-game events. Hamilton et al. suggest dividing                       oi=fnd&pg=PR7&dq=brockwell+2013+time&ots=AcqDfG0Jh-&sig=
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