DAX: Data-Driven Audience Experiences in Esports

被引:19
作者
Kokkinakis, Athanasios V. [1 ]
Demediuk, Simon [1 ]
Nolle, Isabelle [1 ]
Olarewaju, Oluseyi [1 ]
Patra, Sagarika [1 ]
Robertson, Justus [1 ]
York, Peter [1 ]
Chitayat, Alan Pedrassoli [1 ]
Coates, Alistair [1 ]
Slawson, Daniel [1 ]
Hughes, Peter [2 ]
Hardie, Nicolas [2 ]
Kirman, Ben [1 ]
Hook, Jonathan [1 ]
Drachen, Anders [1 ]
Ursu, Marian F. [1 ]
Block, Florian [1 ]
机构
[1] Univ York, York, N Yorkshire, England
[2] REWIND FX LTD, St Albans, England
来源
PROCEEDINGS OF THE 2020 ACM INTERNATIONAL CONFERENCE ON INTERACTIVE MEDIA EXPERIENCES, IMX 2020 | 2020年
基金
“创新英国”项目; 英国工程与自然科学研究理事会;
关键词
Esport; Data-Driven Storytelling; Dota; 2; Game Analytics; Artificial Intelligence; Machine Learning; AI; Broadcasting; social viewing;
D O I
10.1145/3391614.3393659
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Esports (competitive videogames) have grown into a global phenomenon with over 450m viewers and a 1.5bn USD market. Esports broadcasts follow a similar structure to traditional sports. However, due to their virtual nature, a large and detailed amount data is available about in-game actions not currently accessible in traditional sport. This provides an opportunity to incorporate novel insights about complex aspects of gameplay into the audience experience - enabling more in-depth coverage for experienced viewers, and increased accessibility for newcomers. Previous research has only explored a limited range of ways data could be incorporated into esports viewing (e.g. data visualizations post-match) and only a few studies have investigated how the presentation of statistics impacts spectators' experiences and viewing behaviors. We present Weavr, a companion app that allows audiences to consume data-driven insights during and around esports broadcasts. We report on deployments at two major tournaments, that provide ecologically valid findings about how the app's features were experienced by audiences and their impact on viewing behavior. We discuss implications for the design of second-screen apps for live esports events, and for traditional sports as similar data becomes available for them via improved tracking technologies.
引用
收藏
页码:94 / 105
页数:12
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