Jirassaya Uttarapong

dblp:277/8229 · DBLP profile ↗
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4ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0001-6384-8285ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Self-Promotion Practices and Context Collapse Management of Adult Content Creators on OnlyFans
abstract
Content creators' self-promotion strategies play a significant role in their usage of social media. While these self-promotion practices have been extensively researched, there is less known in regards to content creators who produce adult content. Our study focuses on OnlyFans, a digital patronage platform with a large user base of adult content creators. Despite its popularity, OnlyFans possesses key limitations that lead creators to other social media platforms for self-promotion and audience building. This study explores the self-promotion strategies and context collapse management among adult content creators on OnlyFans. Through semi-structured qualitative interviews with 15 OnlyFans creators, we investigated their approaches to self-promotion, audience growth, and boundary management among different social media platforms. OnlyFans creators face unique challenges compared to other creators due to the stigma associated with adult content and digital sex work. Our findings reveal the unique strategies they employ to navigate the constraints of their work in tandem with maintaining boundaries to avoid context collapse. This research contributes to a broader understanding of the nuances of impression management within under-researched, stigmatized online communities. We discuss how these motivations and strategies to build a sustainable online presence lie in tension with the risks associated with adult content creation.
Ross Bonifacio, Jirassaya Uttarapong, Rae Jereza, Donghee Yvette Wohn
Proc. ACM Hum. Comput. Interact.2
2022 Twitch Users' Motivations and Practices During Community Mental Health Discussions
abstract
Live streaming is a form of media that allows streamers to directly interact with their audience. Previous research has explored mental health, Twitch.tv and live streaming platforms, and users' social motivations behind watching live streams separately. However, few have explored how these all intertwine in conversations involving intimate, self-disclosing topics, such as mental health. Live streams are unique in that they are largely masspersonal in nature; streamers broadcast themselves to mostly unknown viewers, but may choose to interact with them in a personal way. This study aims to understand users' motivations, preferences, and habits behind participating in mental health discussions on live streams. We interviewed 25 Twitch viewers about the streamers they watch, how they interact in mental health discussions, and how they believe streamers should discuss mental health on live streams. Our findings are contextualized in the dynamics in which these discussions occur. Overall, we found that the innate design of the Twitch platform promotes a user-hierarchy in the ecosystem of streamers and their communities, which may affect how mental health is discussed.
Jirassaya Uttarapong, Nina LaMastra, Reesha Gandhi, Yu-Hao Lee, Tina Chien-Wen Yuan, Donghee Yvette Wohn
Proc. ACM Hum. Comput. Interact.1
2021 Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled Negativity
abstract
Live streaming is a form of interactive media that potentially makes streamers more vulnerable to harassment due to the unique attributes of the technology that facilitates enhanced information sharing via video and audio. In this study, we document the harassment experiences of 25 live streamers on Twitch from underrepresented groups including women and/or LGBTQ streamers and investigate how they handle and prevent adversity. In particular, live streaming enables streamers to self-moderate their communities, so we delve into the methods of how they manage their communities from both a social and technical perspective. We found that technology can cover the basics for handling negativity, but much emotional and relational work is invested in moderation, community maintenance, and self-care.
Jirassaya Uttarapong, Jie Cai 0003, Donghee Yvette Wohn
IMX1
2020 Spontaneous, Yet Studious: Esports Commentators' Live Performance and Self-Presentation Practices
abstract
Esports commentating, the practice of reporting, explaining, and elaborating live competitive gameplay to spectators, is a centerpiece of esports as a rapidly growing spectator sport and an essential component of today's growing gaming/live streaming ecosystem. In particular, esports commentators face three unique challenges: the preparation for conducting real time commentating on highly dynamic esports games; the complexity of in-the-moment decisions during the game's broadcast; and the balance between personal self-presentation and professional content presentation. Yet this emerging and novel sociotechnical practice and how these challenges affect esports commentators' live performance and self-presentation practices has received relatively little research attention in HCI and CSCW. In this paper, we endeavor to address these limitations by empirically analyzing 19 esports commentators' sociotechnical practices. Our findings highlight the complex interaction dynamics involved in esports commentating as well as the importance of professionalism and social presence in esports commentators' self-presentation. In order to execute seamless and spontaneous commentary, commentators must be studious and engage in much prior research and have a clear sense of self. We contribute to the growing CSCW literature on esports commentating practices by revealing esports commentators' unique decision making process presenting information and their self-image.
Lingyuan Li, Jirassaya Uttarapong, Guo Freeman, Donghee Yvette Wohn
Proc. ACM Hum. Comput. Interact.2