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Speedrunning for Charity: How Donations Gather Around a Live Streamed Couch

Published: 07 November 2019 Publication History

Abstract

Games Done Quick (GDQ) is both a week-long video game speedrunning marathon and a successful charity event, raising more than $1.5 million USD in each of its past five events. To understand GDQ's success as an online charity event, we conducted 18 semi-structured interviews with GDQ speedrunners, attendees, hosts, and online viewers, analyzed past donation data, and conducted 72 hours of in-person participant observations at a live GDQ event. We found that central to every GDQ event is "the couch" which reconstructs the environment of a living room. Viewers do not simply donate to support the charity or in response to the technical prowess and ingenuity of speedrunners, but to actively interact with and be part of the couch experience, the ideal social milieu of speedrunning. Building upon previously identified motivations of why viewers donate to online live streamers, our work contributes to understanding how collocated gatherings can reinforce and amplify the cultural and social aspects of online subcultures (even heterogeneous ones) to encourage charitable giving. This opens opportunities for design that evoke a visceral level of engagement with charity events similar to that observed at GDQ.

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cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 3, Issue CSCW
November 2019
5026 pages
EISSN:2573-0142
DOI:10.1145/3371885
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 07 November 2019
Published in PACMHCI Volume 3, Issue CSCW

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Author Tags

  1. charity
  2. digital hearth
  3. fundraising
  4. games done quick
  5. live streaming
  6. nonprofit
  7. speedrunning
  8. video games

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  • (2023)The influencing factor model and empirical research of TikTok charity live streaming impact users’ online charitable donationPLOS ONE10.1371/journal.pone.029418618:11(e0294186)Online publication date: 13-Nov-2023
  • (2023)Malicious Selling Strategies in Livestream E-commerce: A Case Study of Alibaba’s Taobao and ByteDance’s TikTokACM Transactions on Computer-Human Interaction10.1145/357719930:3(1-29)Online publication date: 10-Jun-2023
  • (2023)A Literature Review of Video-Sharing Platform Research in HCIProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581107(1-20)Online publication date: 19-Apr-2023
  • (2022)Philanthropic, prosocial players: How game-related charity events motivate unlikely donorsNew Media & Society10.1177/1461444822113073826:8(4867-4884)Online publication date: 20-Oct-2022
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  • (2021)A Right Time to Give: Beyond Saving Time in Automated Conditional DonationsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445371(1-20)Online publication date: 6-May-2021
  • (2021)Streamers Teaching Programming, Art, and Gaming: Cognitive Apprenticeship, Serendipitous Teachable Moments, and Tacit Expert Knowledge2021 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VL/HCC51201.2021.9576481(1-6)Online publication date: 10-Oct-2021

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