By the same authors

DAX: Data-Driven Audience Experiences in Esports

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Standard

DAX: Data-Driven Audience Experiences in Esports. / Kokkinakis, Athanasios; Demediuk, Simon Peter; Nölle, Isabelle; Olarewaju, Olu; Patra, Sagarika; Robertson, Justus; York, Peter; Pedrassoli Chitayat, Alan; Coates, Alistair; Slawson, Daniel; Hughes, Peter; Hardie, Nicolas; Kirman, Ben; Hook, Jonathan David; Drachen, Anders; Ursu, Marian; Block, Florian Oliver.

Proceedings of ACM International Conference on Interactive Media Experience (IMX) 2020. Association for Computing Machinery (ACM), 2020. p. 94-105.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Harvard

Kokkinakis, A, Demediuk, SP, Nölle, I, Olarewaju, O, Patra, S, Robertson, J, York, P, Pedrassoli Chitayat, A, Coates, A, Slawson, D, Hughes, P, Hardie, N, Kirman, B, Hook, JD, Drachen, A, Ursu, M & Block, FO 2020, DAX: Data-Driven Audience Experiences in Esports. in Proceedings of ACM International Conference on Interactive Media Experience (IMX) 2020. Association for Computing Machinery (ACM), pp. 94-105.

APA

Kokkinakis, A., Demediuk, S. P., Nölle, I., Olarewaju, O., Patra, S., Robertson, J., York, P., Pedrassoli Chitayat, A., Coates, A., Slawson, D., Hughes, P., Hardie, N., Kirman, B., Hook, J. D., Drachen, A., Ursu, M., & Block, F. O. (Accepted/In press). DAX: Data-Driven Audience Experiences in Esports. In Proceedings of ACM International Conference on Interactive Media Experience (IMX) 2020 (pp. 94-105). Association for Computing Machinery (ACM).

Vancouver

Kokkinakis A, Demediuk SP, Nölle I, Olarewaju O, Patra S, Robertson J et al. DAX: Data-Driven Audience Experiences in Esports. In Proceedings of ACM International Conference on Interactive Media Experience (IMX) 2020. Association for Computing Machinery (ACM). 2020. p. 94-105

Author

Kokkinakis, Athanasios ; Demediuk, Simon Peter ; Nölle, Isabelle ; Olarewaju, Olu ; Patra, Sagarika ; Robertson, Justus ; York, Peter ; Pedrassoli Chitayat, Alan ; Coates, Alistair ; Slawson, Daniel ; Hughes, Peter ; Hardie, Nicolas ; Kirman, Ben ; Hook, Jonathan David ; Drachen, Anders ; Ursu, Marian ; Block, Florian Oliver. / DAX: Data-Driven Audience Experiences in Esports. Proceedings of ACM International Conference on Interactive Media Experience (IMX) 2020. Association for Computing Machinery (ACM), 2020. pp. 94-105

Bibtex - Download

@inproceedings{c56f328240604fb3bc26bc3d7eef0333,
title = "DAX: Data-Driven Audience Experiences in Esports",
abstract = "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{\textquoteright} 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{\textquoteright}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. ",
author = "Athanasios Kokkinakis and Demediuk, {Simon Peter} and Isabelle N{\"o}lle and Olu Olarewaju and Sagarika Patra and Justus Robertson and Peter York and {Pedrassoli Chitayat}, Alan and Alistair Coates and Daniel Slawson and Peter Hughes and Nicolas Hardie and Ben Kirman and Hook, {Jonathan David} and Anders Drachen and Marian Ursu and Block, {Florian Oliver}",
year = "2020",
month = apr,
day = "15",
language = "English",
pages = "94--105",
booktitle = "Proceedings of ACM International Conference on Interactive Media Experience (IMX) 2020",
publisher = "Association for Computing Machinery (ACM)",
address = "United States",

}

RIS (suitable for import to EndNote) - Download

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 - Association for Computing Machinery (ACM)

ER -