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Science and Technologies for Smart Cities. 6th EAI International Conference, SmartCity360°, Virtual Event, December 2-4, 2020, Proceedings

Research Article

Assessment of Video Games Players and Teams Behaviour via Sensing and Heterogeneous Data Analysis: Deployment at an eSports Tournament

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  • @INPROCEEDINGS{10.1007/978-3-030-76063-2_28,
        author={Alexander Korotin and Anton Stepanov and Andrey Lange and Dmitry Nikolaev and Simon Abramov and Nikita Klyuchnikov and Evgeny Burnaev and Andrey Somov},
        title={Assessment of Video Games Players and Teams Behaviour via Sensing and Heterogeneous Data Analysis: Deployment at an eSports Tournament},
        proceedings={Science and Technologies for Smart Cities. 6th EAI International Conference, SmartCity360°, Virtual Event, December 2-4, 2020, Proceedings},
        proceedings_a={SMARTCITY},
        year={2021},
        month={5},
        keywords={eSports Intelligent sensing Data analysis Deployment},
        doi={10.1007/978-3-030-76063-2_28}
    }
    
  • Alexander Korotin
    Anton Stepanov
    Andrey Lange
    Dmitry Nikolaev
    Simon Abramov
    Nikita Klyuchnikov
    Evgeny Burnaev
    Andrey Somov
    Year: 2021
    Assessment of Video Games Players and Teams Behaviour via Sensing and Heterogeneous Data Analysis: Deployment at an eSports Tournament
    SMARTCITY
    Springer
    DOI: 10.1007/978-3-030-76063-2_28
Alexander Korotin1, Anton Stepanov1, Andrey Lange1, Dmitry Nikolaev1, Simon Abramov1, Nikita Klyuchnikov1, Evgeny Burnaev1, Andrey Somov1,*
  • 1: Center for Computational and Data-Intensive Science and Engineering (CDISE)
*Contact email: a.somov@skoltech.ru

Abstract

eSports is video gaming where individual players or teams oppose their physical, psychological and emotional conditions in the game context to achieve a specific goal by the end of the game. However, neither players nor teams have been studied in real scenarios. In this paper, we report on the deployment of sensing system for collecting a player biometric data (a computer mouse and keyboard), voice data, and heart rate in an eSports ‘Team Fortress 2’ tournament. Upon the data analysis we demonstrate that an increased heart rate has a negative impact on the player performance. At the same time, successful teams communicate more during the game. Moreover, team communication in positive tone has a positive contribution in the overall team performance.

Keywords
eSports Intelligent sensing Data analysis Deployment
Published
2021-05-22
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-76063-2_28
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