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Behavioral Analysis of eSports Spectators: A Research Proposal

机译:电子竞技观众的行为分析:一项研究建议

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This research aims to discuss the importance of the spectator inside the context of competitive gaming (or eSports) while identifying crucial elements and moments that can influence their behavioral and emotional variation of spectators when watching eSports matches. This investigation is a direct continuation of a recent study conducted by the authors where indie computer game developers were consulted about aspects present in the eSports universe. Among the topics, there were questions about Objectives and Rules, Competitiveness, Interface Information, Visual Identification in Players and Teams, Flow Content and Communication Groups, thus discussing diverse eSports aspects, on how to approach new spectators and improving the experience of those who already watch competitive gaming. The evolution of gaming is due to advances in technology, standing them as special cases in the new media studies, which distinguish interactivity as the main responsible for the gaming scenarios success. When discussing eSports, interaction takes place not only between users (spectators and players) and products (video games), but also with presenters, professional players, coaches, streamers, and content creators, creating a network of fast communication and easy participation. The following study then proposes an analysis of eSports spectators using biosensors to capture indicative data when watching two different clips from Valve's video game Counter Strike: Global Offensive. We specify the use of ECG (electrocardiogram), RESP and EDA/GSR, which are operated and coordinated by the BrainAnswer platform, a system that allows the gathering and storage and analysis of synchronized data in an organized environment.
机译:本研究旨在探讨观众在竞技游戏(或电子竞技)环境中的重要性,同时确定观看电子竞技比赛时可能影响观众行为和情绪变化的关键因素和时刻。这项调查是作者最近进行的一项研究的直接延续,在这项研究中,独立电脑游戏开发商就电子竞技领域中存在的问题进行了咨询。在这些主题中,有关于目标和规则、竞争力、界面信息、球员和团队的视觉识别、流量内容和沟通小组的问题,从而讨论了电子竞技的不同方面,以及如何接触新观众和改善那些已经观看竞争性游戏的人的体验。游戏的发展得益于技术的进步,将其视为新媒体研究的特例,新媒体研究将互动性区分为游戏场景成功的主要原因。在讨论电子竞技时,互动不仅发生在用户(观众和玩家)和产品(视频游戏)之间,还发生在主持人、专业玩家、教练、流光和内容创作者之间,创造了一个快速沟通和轻松参与的网络。接下来的研究提出了一个对电子竞技观众的分析,在观看Valve的电子游戏《反击:全球进攻》中的两个不同片段时,使用生物传感器捕捉指示数据。我们指定了ECG(心电图)、RESP和EDA/GSR的使用,它们由BrainAnswer平台操作和协调,该系统允许在有组织的环境中收集、存储和分析同步数据。

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