?
Toxic communication during streams on Twitch. tv. The case of Dota 2
P. 262–265.
Poyane R.
This paper is devoted to the study of how toxic communication is structured in chats during streams on Twitch.tv and how chat size affects it. The data from Twitch chat logs was used to create a topic model of themes which are discussed by viewers during stream. The result indicate that there are statistically significant differences in the types of communication used in channels of different sizes.
Knyazev I. А., Медиаальманах 2025 № 2 С. 62–68
This study is devoted to the analysis of the peculiarities of perception of reality show programs by the Russian audience in the first half of the 2020s. The large number of new reality shows that have appeared on the domestic television market in recent years requires assessment and analysis.
years requires evaluation and analysis, including one ...
Added: March 19, 2026
Iuliia Naidenova, Parshakov P., Matkin N., Journal of Content, Community and Communication 2025 Vol. 23 Article 5
This study analyzes the computer mediated text communication of non-professional video game players. The purpose of this study is to identify the impact of player communication toxicity on team performance. The dataset comprises 42,720 matches played between November 5 and November 18, 2015, including game statistics and chat messages. We use a BERT-model to classify ...
Added: December 29, 2025
Дейнеко А. Г., Труды по интеллектуальной собственности 2025 Т. 52 № 1 С. 8–18
The article discusses various approaches to the legal analysis of streaming, typical for private law and public law sciences. In the field of private law, streaming is considered mainly through the prism of the method of using the exclusive right to an audiovisual or other complex work (video game, TV broadcasting, etc.), which can be ...
Added: July 4, 2025
Анисимов В. А., Гуманитарные исследования в Восточной Сибири и на Дальнем Востоке 2024 № 3 С. 114–122
The article is devoted to the analysis of the phenomenon of monoculture, chronologically divided into pre-digital and digital. Pre-digital monoculture is presented through the critical analysis of cultural consumption. Using the case of such cultural texts as game of Thrones, Harry Potter and Star Wars, the author shows that pre-digital monoculture is a part of ...
Added: November 7, 2024
Mikhalchuk D., Shirokanova A., , in: Networks in the Global World V: Proceedings of NetGloW 2020. Lecture Notes in Networks and SystemsVol. 181.: Springer, 2021. P. 209–221.
Co-playing, or playing video games together, is a social practice that enriches relationships and game experience by providing the players with informational and social support. This study explores how co-playing integrates into friendship in two small (6–7 people), male communities of adolescent and adult friends. Both communities are local and school-based; both focus on co-playing ...
Added: February 20, 2021
Trofimov A., Шавкунов М. В., Reznick S. et al., , in: Proceedings of the 13th ACM International Conference on Distributed and Event-based Systems.: NY: Association for Computing Machinery (ACM), 2019. P. 264–265.
Large-scale classification of text streams is an essential problem that is hard to solve. Batch processing systems are scalable and proved their effectiveness for machine learning but do not provide low latency. On the other hand, state-of-the-art distributed stream processing systems are able to achieve low latency but do not support the same level of ...
Added: December 27, 2019
Klimova M., В кн.: Стратегии и тактики в различных регистрах общения (на материале современных индоевропейских языков).: Н. Новгород: НГЛУ им. Н.А. Добролюбова, 2020. С. 63–69.
The article deals with the role of precedent phenomena in creating the nicknames of Dota 2 (a popular multiplayer online battle arena game) players. In order to collect nicknames and their authors’ comments an online survey was conducted. The analysis of the collected data revealed the source domains, the ways of introducing units in context ...
Added: November 30, 2019
Klimova M., Вопросы ономастики 2020 Т. 17 № 3 С. 293–315
The article discusses the use of nicknames in online games (specifi cally, the Dota 2 game) which constitutes a completely new fi eld of onomastic research. The paper starts by reviewing the main onomastic issues related to nicknames: correlation with similar and synonymous terms, questions of their status amongst other categories of anthroponyms, approaches to ...
Added: October 16, 2019
Makarov I., Dmitry Savostyanov, Boris Litvyakov et al., , in: Analysis of Images, Social Networks and Texts. 6th International Conference, 2017, Revised Selected PapersVol. 10716.: Cham: Springer, 2018. P. 183–196.
In this paper, we present novel winning team predicting models and compare the accuracy of the obtained prediction with TrueSkill model of ranking individual players impact based on their impact in team victory for the two most popular online games: Dota 2 and Counter-Strike: Global Offensive. ...
Added: June 25, 2017
Korolev D., , in: DAAAM International scientific book 2014.: Wien: DAAAM International Publishing, 2014. Ch. 49 P. 605–614.
Using video on the Internet has become a common practice, but the television-like ‘passive viewer’ approach misses the benefits of the interactive nature of the Internet. The technological limitations of television can be overridden by the Internet. Having multiple sources of input does not mean they should be merged into one editor-controlled flat output. Treating ...
Added: February 21, 2015