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eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship

机译:电子竞技:视频游戏方面如何定义竞争性游戏流和观众身份

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On the last decade, videogames streams have reached incredible numbers and are becoming more important every day. With the advancements of the internet, videogames are no longer local and can be played by people in different places as long as there is an internet connection between them. In this field, we have seen the recent innovations in videogames, especially in the so-called eSports category, with the growing adherence of fans worldwide and several events of great magnitude. In this study, we analysed and selected eSports aspects based on the related literature and videogame development specialists. The selected aspects are Objectives and Rules, Competitiveness, Interface Information, Visual Identification in Players and Teams, Stream Content and Communication Groups. Through a social network (Linkedln), indie videogame developers were consulted (n = 11), thus answering 10 questions about how the above aspects should be addressed, and whether changes should be made to improve videogames in a general context. We found out that the presentation of the objectives and rules of the game may need changes across different game genres and developers may use competitiveness to entertain players and spectators. About interfaces, customizable and increase the viewer's experience is crucial to keep differences between playing and watching screens. The use of external groups and media is important to improve the communication between viewers, players and developers, as the use of visual elements can be useful to create marketing identities with customers.
机译:在过去的十年中,视频游戏流已经达到了惊人的数量,并且每天都变得越来越重要。随着互联网的发展,视频游戏不再是本地的,只要它们之间存在互联网连接,就可以由不同地方的人玩。在这一领域,我们看到了电子游戏领域的最新创新,尤其是在所谓的电子竞技类别中,随着全球粉丝的越来越多的参与和数项重大赛事的发展。在这项研究中,我们根据相关的文献和视频游戏开发专家分析并选择了电子竞技方面。选定的方面是目标和规则,竞争力,界面信息,球员和团队中的视觉识别,流内容和交流组。通过社交网络(Linkedln),咨询了独立视频游戏开发人员(n = 11),从而回答了10个问题,这些问题应如何解决上述方面以及在总体情况下是否应进行更改以改进视频游戏。我们发现,游戏目标和规则的呈现可能需要跨不同游戏类型进行更改,并且开发人员可能会利用竞争力来娱乐玩家和观众。关于界面,可自定义和增加观看者的体验对于保持播放和观看屏幕之间的差异至关重要。外部组和媒体的使用对于改善观看者,播放器和开发人员之间的交流非常重要,因为视觉元素的使用对于与客户建立营销标识非常有用。

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