2011 IEEE Third Int'l Conference on Privacy, Security, Risk and Trust and 2011 IEEE Third Int'l Conference on Social Computing 2011
DOI: 10.1109/passat/socialcom.2011.155
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An Exploratory Study of Player and Team Performance in Multiplayer First-Person-Shooter Games

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Cited by 15 publications
(9 citation statements)
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“…For assessing task performance, two measures were applied: first, the relation between player kills and player deaths and, second, player shooting accuracy. In this type of first-person arena shooters, the relation between kills and deaths is a common metric of performance and is often used to determine how individuals and teams perform during professional and amateur FPS gaming matches ( Shim et al, 2011 ). For this analysis, the same kill-to-death relation metric was used as is preprogrammed into the Shooter Game.…”
Section: Methodsmentioning
confidence: 99%
“…For assessing task performance, two measures were applied: first, the relation between player kills and player deaths and, second, player shooting accuracy. In this type of first-person arena shooters, the relation between kills and deaths is a common metric of performance and is often used to determine how individuals and teams perform during professional and amateur FPS gaming matches ( Shim et al, 2011 ). For this analysis, the same kill-to-death relation metric was used as is preprogrammed into the Shooter Game.…”
Section: Methodsmentioning
confidence: 99%
“…Another possibility to predict the match outcome is to use in-game statistics like kills, deaths, gold, abilities learned, etc. This approach showed that, to some extent, match outcome could be predicted in the MOBA genre [17]- [20] and firstperson shooter (FPS) genre [21]. More complex models also try to interpret model results [22], [23], or calibrate confidence of a prediction [24].…”
Section: B In-game Data In Esports Researchmentioning
confidence: 99%
“…where ỹ(t) equals 1 if player performed well in the encounter at timestep t, and equals −1 otherwise. Encounter outcome suppose to estimate players performance better than classical metrics like Kill Death Ratio [51], since these metrics underestimate players in supportive roles and don't utilize the encounter-like nature of game events.…”
Section: Particle Sensormentioning
confidence: 99%
“…The club data application mainly includes team win rate prediction, player technical analysis, opponent analysis, tactical formulation, etc. Shim et al (2011) performed a regression analysis on the team data after the "Halo 3" game, and the results showed that the team performance can be effectively predicted based on the player's ability and winning rate. In designing player techniques and tactics, Bauckhage et al (2014) Ontanón et al (2013) proposed semi-Markov models to predict the location information of opponents in "StarCraft", so as to formulate targeted combat plans for the team.…”
Section: Club Application Researchmentioning
confidence: 99%