TY - GEN
T1 - DAX: Data-Driven Audience Experiences in Esports
AU - Kokkinakis, Athanasios
AU - Demediuk, Simon Peter
AU - Nölle, Isabelle
AU - Olarewaju, Olu
AU - Patra, Sagarika
AU - Robertson, Justus
AU - York, Peter
AU - Pedrassoli Chitayat, Alan
AU - Coates, Alistair
AU - Slawson, Daniel
AU - Hughes, Peter
AU - Hardie, Nicolas
AU - Kirman, Ben
AU - Hook, Jonathan David
AU - Drachen, Anders
AU - Ursu, Marian
AU - Block, Florian Oliver
PY - 2020/4/15
Y1 - 2020/4/15
N2 - Esports(competitivevideogames)havegrownintoaglobalphenomenon 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 datadriven 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.
AB - Esports(competitivevideogames)havegrownintoaglobalphenomenon 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 datadriven 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.
M3 - Conference contribution
SP - 94
EP - 105
BT - Proceedings of ACM International Conference on Interactive Media Experience (IMX) 2020
PB - ACM
ER -