Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
Narrative Bytes : Data-Driven Content Production in Esports. / Block, Florian Oliver; Hodge, Victoria J.; Hobson, Stephen John; Sephton, Nick; Devlin, Sam Michael; Ursu, Marian; Cowling, Peter Ivan; Drachen, Anders.
TVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY: ACM Press, 2018. p. 29-41.Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
}
TY - GEN
T1 - Narrative Bytes
T2 - Data-Driven Content Production in Esports
AU - Block, Florian Oliver
AU - Hodge, Victoria J.
AU - Hobson, Stephen John
AU - Sephton, Nick
AU - Devlin, Sam Michael
AU - Ursu, Marian
AU - Cowling, Peter Ivan
AU - Drachen, Anders
N1 - © 2018 Copyright is held by the owner/author(s).
PY - 2018/6/25
Y1 - 2018/6/25
N2 - 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 information buried deep in such data, unavailable to the human eye, be unlocked and used to improve the live broadcast compilations of the events? In this paper, we present a large-scale case study of a production tool called Echo, which we developed in close collaboration with leading industry stakeholders. Echo uses live and historic match data to detect extraordinary player performances in the popular esport Dota 2, and dynamically translates interesting data points into audience-facing graphics. Echo was deployed at one of the largest yearly Dota 2 tournaments, which was watched by 25 million people. An analysis of 40 hours of video, over 46,000 live chat messages, and feedback of 98 audience members showed that Echo measurably affected the range and quality of storytelling, increased audience engagement, and invoked rich emotional response among viewers.
AB - 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 information buried deep in such data, unavailable to the human eye, be unlocked and used to improve the live broadcast compilations of the events? In this paper, we present a large-scale case study of a production tool called Echo, which we developed in close collaboration with leading industry stakeholders. Echo uses live and historic match data to detect extraordinary player performances in the popular esport Dota 2, and dynamically translates interesting data points into audience-facing graphics. Echo was deployed at one of the largest yearly Dota 2 tournaments, which was watched by 25 million people. An analysis of 40 hours of video, over 46,000 live chat messages, and feedback of 98 audience members showed that Echo measurably affected the range and quality of storytelling, increased audience engagement, and invoked rich emotional response among viewers.
KW - Content Production
KW - Data-Driven Storytelling
KW - Esports
UR - http://www.scopus.com/inward/record.url?scp=85050559624&partnerID=8YFLogxK
U2 - 10.1145/3210825.3210833
DO - 10.1145/3210825.3210833
M3 - Conference contribution
SN - 9781450351157
SP - 29
EP - 41
BT - TVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video
PB - New York, NY: ACM Press
ER -