ACM International Conference on Interactive Media Experiences 2020
DOI: 10.1145/3391614.3393659
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DAX: Data-Driven Audience Experiences in Esports

Abstract: 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… Show more

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Cited by 34 publications
(28 citation statements)
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“…For example, the Weavr project produced an interactive second screen companion application for Dota 2 that displays text explanations, real-time statistics, and visualizations for live games on a smart phone device. The application was deployed to 170 people in the context of a real-world professional tournament environment [20].…”
Section: Discussionmentioning
confidence: 99%
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“…For example, the Weavr project produced an interactive second screen companion application for Dota 2 that displays text explanations, real-time statistics, and visualizations for live games on a smart phone device. The application was deployed to 170 people in the context of a real-world professional tournament environment [20].…”
Section: Discussionmentioning
confidence: 99%
“…The game has a large competitive user base and is actively played by full time professionals in regular events and tournaments with prizes worth millions of dollars [30]. Dota 2 has also been used as a testbed for second screen datadriven storytelling applications [3,20], similar to how our study environment delivers interactive text explanation interventions on a companion map. We chose to use Dota 2 as our test game because of its applicability to high-profile machine learning systems, complexity, strong user base, professional scene, and use in second screen applications.…”
Section: Background and Related Workmentioning
confidence: 99%
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