Between an Arena and a Sports Bar: Online Chats of eSports Spectators - arXiv
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
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= jYfYsuKVU599_M-i4qpW8MayeB0 spectators into groups by isolating them from each other. [3] Robert B. Cialdini and Noah J. Goldstein. 2004. Social influence: Thus, any burst of emotions would be relatively small if they Compliance and conformity. Annu. Rev. Psychol. 55 (2004), 591– even emerge. However, Ford et al. in [7] showed that emo- 621. http://www.annualreviews.org/doi/abs/10.1146/annurev.psych.55. tional responses expressed in the chat is a significant part of 090902.142015 spectators’ experience. [4] R. Glenn Cummins and Zijian Gong. 2017. Mediated intra-audience We suggest that the experience of spectators is mediated effects in the appreciation of broadcast sports. Communication & Sport 5, 1 (2017), 27–48. http://journals.sagepub.com/doi/abs/10.1177/ by the same intra-audience effect [4] that emerges during live 2167479515593418 spectating and is consistent with a sports arena metaphor [5] Judith Donath and Fernanda B. Viégas. 2002. The chat circles series: [7, 10]. However, we observe that a metaphor of a sports explorations in designing abstract graphical communication interfaces. bar is more accurate since players do not receive any feed- In Proceedings of the 4th conference on Designing interactive systems: back from chat participants during the game. While shouts processes, practices, methods, and techniques. ACM, 359–369. http: //dl.acm.org/citation.cfm?id=778764 and chants do not reach the addressee, spectators still find [6] Susan Tyler Eastman and Arthur M. Land. 1997. The best of both these responses important [7]. The sports bar is a physical worlds: Sports fans find good seats at the bar. Journal of Sport & Social space implying spectators are distributed throughout. Thus, Issues 21, 2 (1997), 156–178. local micro-communities can emerge and sustain meaningful [7] Colin Ford, Dan Gardner, Leah Elaine Horgan, Calvin Liu, Bonnie conversations while others roar. Nardi, Jordan Rickman, and others. 2017. Chat Speed OP PogChamp: Practices of Coherence in Massive Twitch Chat. In Proceedings of the On the other hand, stream chats lack physical dimensions. 2017 CHI Conference Extended Abstracts on Human Factors in Computing The idea to introduce physical dimensions to online chats Systems. ACM, 858–871. http://dl.acm.org/citation.cfm?id=3052765 has been explored before, e.g. in [5, 17] and in [13], which [8] Matthew Guschwan. 2016. Broadcast media: live and in-person. Soccer suggested introducing “conversational circles“ based on the & Society 17, 3 (2016), 332–350. http://www.tandfonline.com/doi/abs/ concept of “neighbourhoods.“ However, like [10], this solu- 10.1080/14660970.2015.1082760 [9] Juho Hamari and Max Sjöblom. 2017. What is eSports and why do tion suggests reducing the number of visible chat partici- people watch it? (2017). pants to preserve meaningful communication and does not [10] William A. Hamilton, Oliver Garretson, and Andruid Kerne. 2014. acknowledge the importance of massive chats’ practices. Streaming on twitch: fostering participatory communities of play Instead of trying to ensure or enforce structured discus- within live mixed media. In Proceedings of the 32nd annual ACM con- sion by calling chat participants to order via improved mod- ference on Human factors in computing systems. ACM, 1315–1324. [11] Mehdi Kaytoue, Arlei Silva, Loïc Cerf, Wagner Meira Jr, and Chedy eration algorithms [16] and artificially dividing them into Raïssi. 2012. Watch me playing, i am a professional: a first study groups[10], we suggest providing affordances to support on video game live streaming. In Proceedings of the 21st International both goals of sentiment sharing and intra-audience effects, Conference on World Wide Web. ACM, 1181–1188. and an opportunity to have more structured conversations. [12] Denis Kwiatkowski, Peter CB Phillips, Peter Schmidt, and Yongcheol We suggest introducing a new design element to the chat of Shin. 1992. Testing the null hypothesis of stationarity against the alternative of a unit root: How sure are we that economic time series sentiment indicators, which summarise current sentiments have a unit root? Journal of econometrics 54, 1-3 (1992), 159–178. in a chat in the form of simple graphical elements or coun- http://www.sciencedirect.com/science/article/pii/030440769290104Y ters. Thus, copypasta and chants could be filtered, and the [13] Matthew K. Miller, John C. Tang, Gina Venolia, Gerard Wilkinson, chat preserved in this new form. These indicators might also and Kori Inkpen. 2017. Conversational Chat Circles: Being All Here be used to convey the shared sentiment to players creating Without Having to Hear It All. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, 2394–2404. http://dl. the currently missing feedback link from the audience. acm.org/citation.cfm?id=3025621 “Conversation circles,“ in turn, being introduced as an addi- [14] Daniel Recktenwald. 2017. Toward a transcription and analysis of live tional chat channel to the main route, can support structured streaming on Twitch. Journal of Pragmatics (2017). conversation. These might be pre-populated by a social dis- [15] Bridget Rubenking and Nicky Lewis. 2016. The Sweet Spot: An Exami- covery mechanism suggesting previous game partners and nation of Second-Screen Sports Viewing. International Journal of Sport Communication 9, 4 (2016), 424–439. http://journals.humankinetics. friends while watching the stream at the same moment, as it com/doi/abs/10.1123/IJSC.2016-0080 would naturally happen when walking into a sports bar and [16] Joseph Seering, Robert Kraut, and Laura Dabbish. 2017. Shaping Pro seeing familiar faces. and Anti-Social Behavior on Twitch Through Moderation and Example- Setting. In Proceedings of the 2017 ACM Conference on Computer Sup- ported Cooperative Work and Social Computing. ACM, 111–125. REFERENCES [17] Fernanda B. Viégas and Judith S. Donath. 1999. Chat circles. In Proceed- [1] David M. Blei. 2012. Probabilistic topic models. Commun. ACM 55, 4 ings of the SIGCHI conference on Human Factors in Computing Systems. (2012), 77–84. ACM, 9–16. http://dl.acm.org/citation.cfm?id=302981 [2] Peter J. Brockwell and Richard A. Davis. 2013. Time series: theory and methods. Springer Science & Business Media.
Between an Arena and a Sports Bar: Online Chats of eSports Spectators Preprint, December 2017, Preprint [18] Emily K. Vraga, Courtney N. Johnson, D. Jasun Carr, Leticia Bode, and Mitchell T. Bard. 2014. Filmed in front of a live studio audi- ence: Laughter and aggression in political entertainment program- ming. Journal of Broadcasting & Electronic Media 58, 1 (2014), 131–150. http://www.tandfonline.com/doi/abs/10.1080/08838151.2013.875020 [19] Mike Weed. 2007. The pub as a virtual football fandom venue: An alternative to ‘being there’? Soccer & Society 8, 2-3 (2007), 399–414. http://www.tandfonline.com/doi/abs/10.1080/14660970701224665 [20] Rui Zhou, Jasmine Hentschel, and Neha Kumar. 2017. Goodbye Text, Hello Emoji: Mobile Communication on WeChat in China. In Pro- ceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, 748–759. http://dl.acm.org/citation.cfm?id=3025800
You can also read