Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video 2018
DOI: 10.1145/3210825.3210833
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Abstract: Esports -video games played competitively that are broadcast to large audiences -are a rapidly growing new form of mainstream entertainment. Esports borrow from traditional TV, but are a qualitatively different genre, due to the high flexibility of content capture and availability of detailed gameplay data. Indeed, in esports, there is access to both real-time and historical data about any action taken in the virtual world. This aspect motivates the research presented here, the question asked being: can the in… Show more

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Cited by 40 publications
(11 citation statements)
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“…Despite the rising popularity of esports establishing the state-of-theart is challenging due to commercial confidentiality resulting in many systems and findings being unavailable to the public. That said, there are emerging trends in academic esports research across a broad range of topics and disciplines including; AI, analytics, psychology, education, visualisation (Block et al, 2018), ethnography, marketing, management and business, e.g. Hamari and Sjöblom (2017), Schubert et al (2016), Seo (2013), Xue, Pu, Hawzen, and Newman (2016), Yang, Harrison, and Roberts (2014) and Yannakakis (2012).…”
Section: Related Workmentioning
confidence: 99%
“…Despite the rising popularity of esports establishing the state-of-theart is challenging due to commercial confidentiality resulting in many systems and findings being unavailable to the public. That said, there are emerging trends in academic esports research across a broad range of topics and disciplines including; AI, analytics, psychology, education, visualisation (Block et al, 2018), ethnography, marketing, management and business, e.g. Hamari and Sjöblom (2017), Schubert et al (2016), Seo (2013), Xue, Pu, Hawzen, and Newman (2016), Yang, Harrison, and Roberts (2014) and Yannakakis (2012).…”
Section: Related Workmentioning
confidence: 99%
“…Similarly, recent work in esports presents the use of visual overlays to e.g. compare an individual's performance against historical data or to explain strategies as they unfold [5].…”
Section: Video Annotationmentioning
confidence: 99%
“…The data application on the event side is based on the interpretation of game information and data, so as to make scientific decisions on event communication and star player creation, so that the audience can have a more intuitive event experience. Block et al (2018) designed an analysis tool based on Dota 2 event -"Echo", which can statistically analyze the performance data of athletes, and transform the dynamic data points into a graphic form easy to understand for presentation, so as to improve the audience's watching experience.…”
Section: Event Application Researchmentioning
confidence: 99%