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DAX: Data-Driven Audience Experiences in Esports

Published:17 June 2020

ABSTRACT

Esports (competitive videogames) have grown into a global phenomenon 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 data-driven 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.

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  • Published in

    ACM Conferences cover image
    IMX '20: ACM International Conference on Interactive Media Experiences
    June 2020
    211 pages
    ISBN:9781450379762
    DOI:10.1145/3391614

    Copyright © 2020 ACM

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    Association for Computing Machinery

    New York, NY, United States

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    • Published: 17 June 2020

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