By the same authors

Narrative Bytes: Data-Driven Content Production in Esports

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

Standard

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 proceedingConference contribution

Harvard

Block, FO, Hodge, VJ, Hobson, SJ, Sephton, N, Devlin, SM, Ursu, M, Cowling, PI & Drachen, A 2018, Narrative Bytes: Data-Driven Content Production in Esports. in TVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY: ACM Press, pp. 29-41. https://doi.org/10.1145/3210825.3210833

APA

Block, F. O., Hodge, V. J., Hobson, S. J., Sephton, N., Devlin, S. M., Ursu, M., Cowling, P. I., & Drachen, A. (2018). Narrative Bytes: Data-Driven Content Production in Esports. In TVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video (pp. 29-41). New York, NY: ACM Press. https://doi.org/10.1145/3210825.3210833

Vancouver

Block FO, Hodge VJ, Hobson SJ, Sephton N, Devlin SM, Ursu M et al. Narrative Bytes: Data-Driven Content Production in Esports. In 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 https://doi.org/10.1145/3210825.3210833

Author

Block, Florian Oliver ; Hodge, Victoria J. ; Hobson, Stephen John ; Sephton, Nick ; Devlin, Sam Michael ; Ursu, Marian ; Cowling, Peter Ivan ; Drachen, Anders. / Narrative Bytes : Data-Driven Content Production in Esports. TVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY: ACM Press, 2018. pp. 29-41

Bibtex - Download

@inproceedings{1bfc9a0cb24b46b5be3891db64047649,
title = "Narrative Bytes: Data-Driven Content Production in Esports",
abstract = "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.",
keywords = "Content Production, Data-Driven Storytelling, Esports",
author = "Block, {Florian Oliver} and Hodge, {Victoria J.} and Hobson, {Stephen John} and Nick Sephton and Devlin, {Sam Michael} and Marian Ursu and Cowling, {Peter Ivan} and Anders Drachen",
note = "{\textcopyright} 2018 Copyright is held by the owner/author(s).",
year = "2018",
month = jun,
day = "25",
doi = "10.1145/3210825.3210833",
language = "English",
isbn = "9781450351157",
pages = "29--41",
booktitle = "TVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video",
publisher = "New York, NY: ACM Press",

}

RIS (suitable for import to EndNote) - Download

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 -