Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play 2018
DOI: 10.1145/3242671.3242680
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Real-Time Dashboards to Support eSports Spectating

Abstract: eSports matches offer fast-paced entertainment for millions of viewers worldwide, but little is known about how to support a positive viewer experience. One of the key challenges related to popular real-time eSports games (e.g., multiplayer online battle arena games or first-person shooters) is empowering viewers to effectively follow rapid gameplay. In our paper, we address this challenge through the design of dashboards to improve spectator insight and experience in League of Legends, and Counter Strike: Glo… Show more

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Cited by 48 publications
(10 citation statements)
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“…Constructing esport as a mediated spectator experience is challenging, as there is a wealth of information that is generated by the games being played. As such, initial efforts have looked at improving the spectator experience through assisted systems such as dashboards (Charleer et al, 2018), and conceptual developments such as the technical segmentation of various parts of the game (Schubert et al, 2016). From the perspective of building a wider understanding, the consumption of esports is not something that has been previously investigated to any great extent.…”
Section: Esportsmentioning
confidence: 99%
See 2 more Smart Citations
“…Constructing esport as a mediated spectator experience is challenging, as there is a wealth of information that is generated by the games being played. As such, initial efforts have looked at improving the spectator experience through assisted systems such as dashboards (Charleer et al, 2018), and conceptual developments such as the technical segmentation of various parts of the game (Schubert et al, 2016). From the perspective of building a wider understanding, the consumption of esports is not something that has been previously investigated to any great extent.…”
Section: Esportsmentioning
confidence: 99%
“…Broadcast sports commonly feature a large amount of information not necessarily available through live attendance, such as highlights, replays, commentary, and modern modes of digital augmentation (Hutchins and Rowe, 2013;Trail, 2018). In the realm of esports research, tools have also been developed to facilitate the spectating experience (Charleer et al, 2018;Schubert et al, 2016). Thus, while the live experience might be important for other reasons, for cognitive motivations such as learning, it might not necessarily be the optimal mode of spectating.…”
Section: T-test and Discriminant Function Analysismentioning
confidence: 99%
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“…Such player focused solutions can reach beyond just "casual information visualisation" [17]. Charleer et al [3] visualise League of Legends and Counter-Strike: Global Offensive eSports match data in order to support "expert spectators"; in the context of this work it was revealed that many games are often viewed to improve one's own game, outlining the importance of easy accessibility of Gameplay Metrics to support players. However, extracting the data required for such applications is not straightforward.…”
Section: Introductionmentioning
confidence: 87%
“…However, extracting the data required for such applications is not straightforward. A common way for data scientists and hobbyists to attain the data is through replay files [18,3], log files [14], and Application Programming Interfaces (APIs) [3]. API data are often limited to high level aggregated statistics regarding player and team performance.…”
Section: Introductionmentioning
confidence: 99%