'Guilty bystanders': VR gaming with audience participation via smartphone Online publication date: Fri, 17-Mar-2023
by Michael Cohen; Javier Asensio Meroño
International Journal of Entertainment Technology and Management (IJENTTM), Vol. 1, No. 4, 2022
Abstract: The past decade has seen a substantial increase in the popularity of game live streaming, with more and more people watching others play, instead of playing themselves. Audience participation games (APGs) allow nominal spectators to also actively play, albeit with reduced agency. In this research, different degrees of participation that are possible in APGs are examined. Various approaches through which such multiplayer game interaction can be put into practice are explored, developing a VR game that allows spectators to participate in the game in a casual and seamless fashion using their smartphones. Contributions from these secondary players can cause purely cosmetic effects, or directly affect gameplay. Audience members and spectators empowered by such democratisation are no longer 'innocent' observers, but actively engaged participants, the titular 'guilty bystanders. ' Indifferent spectators ('flâneurs') can become followers, fans, supporters (or hinderers, spoilers, trolls...).
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