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