Investigating the emotional experiences in eSports spectatorship: The case of League of Legends

被引:13
|
作者
Cauteruccio, Francesco [1 ]
Kou, Yubo [2 ]
机构
[1] Polytech Univ Marche, Dept Informat Engn, I-60131 Ancona, Italy
[2] Penn State Univ, Coll Informat Sci & Technol, University Pk, PA 16802 USA
关键词
eSports; Emotional experience; Spectatorship; Reddit; Social network analysis; Thematic analysis; PLAY;
D O I
10.1016/j.ipm.2023.103516
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Electronic sports (eSports) is competitive video gaming that is coordinated and managed by sporting organizations. While traditional sports have thrived on spectatorship and the intense emotional experiences of fans, there has been limited attention directed towards the emotional aspect of eSports spectatorship. In this paper, we introduce a first contribution to this field, presenting an in-depth, mixed-study investigation of eSports spectatorship and emotional experiences during the 2020 League of Legends' World Championship. Our investigation is based on an extensive dataset comprising over 40,500 comments from 3,100 spectators posted during the event on the social media platform Reddit. We provide both computational and qualitative analyses of spectators' experience during the event. The former employs social network-based models and techniques, while the latter includes thematic analysis. Our findings reveal that spectators supporting the same team tend to engage in cohesive discussions, while interactions among those supporting different teams are less prominent. Additionally, we explore various factors that trigger spectators' emotions during the event, including interactions among fan groups and the local context. The methodology underpinning our investigation is general and enables the study of eSports spectatorship from a heterogeneous perspective.
引用
收藏
页数:24
相关论文
共 19 条
  • [1] What Is esports coaching? a qualitative examination of the experiences of professional league of legends coaches
    Watson, Matthew
    Smtih, David
    Fenton, Jack
    Pedraza, Ismael
    Laborde, Sylvain
    Cronin, Colum
    INTERNATIONAL JOURNAL OF SPORT AND EXERCISE PSYCHOLOGY, 2021, 19 : S65 - S66
  • [2] Co-streaming as a driver for esports: the case of the League of Legends "Superliga"
    Martin-Munoz, Diego
    Pedrero-Esteban, Luis
    Martin-San-Roman, Juan
    COMUNICACION Y MEDIOS, 2024, (49): : 105 - 118
  • [3] Esports Governance: An Analysis of Rule Enforcement in League of Legends
    Ma R.
    Gui X.
    Kou Y.
    Proceedings of the ACM on Human-Computer Interaction, 2022, 6 (CSCW2)
  • [4] Understanding Tilt in Esports: A Study on Young League of Legends Players
    Wu, Minerva
    Lee, Je Seok
    Steinkuehler, Constance
    CHI '21: PROCEEDINGS OF THE 2021 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2021,
  • [5] Smart kills and worthless deaths: eSports analytics for League of Legends
    Maymin, Philip Z.
    JOURNAL OF QUANTITATIVE ANALYSIS IN SPORTS, 2021, 17 (01) : 11 - 27
  • [6] Determinants of Online Live Esports Viewership With Advanced Data: The Case of League of Legends Champions Korea
    Ryu, Yoonji
    Jeong, Jaehyun
    Jang, Wonseok
    Lee, Gyemin
    Pyun, Hyunwoong
    COMMUNICATION & SPORT, 2024,
  • [7] Performance analysis in esports: modelling performance at the 2018 League of Legends World Championship
    Novak, Andrew R.
    Bennett, Kyle J. M.
    Pluss, Matthew A.
    Fransen, Job
    INTERNATIONAL JOURNAL OF SPORTS SCIENCE & COACHING, 2020, 15 (5-6) : 809 - 817
  • [8] Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario
    Macedo, Tarcizio
    Falcao, Thiago
    VIDEOGAME SCIENCES AND ARTS, 2019, 1164 : 150 - 165
  • [9] Outcome Uncertainty and ESports Viewership: The Case of Overwatch League
    Oh, Taeyeon
    Lee, Seomgyun
    Jang, Hayley
    JOURNAL OF SPORTS ECONOMICS, 2023, 24 (08) : 971 - 992
  • [10] Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches
    Sabtan, Bader
    Cao, Shi
    Paul, Naomi
    ENTERTAINMENT COMPUTING, 2022, 42