15 research outputs found

    Narrative Bytes : Data-Driven Content Production in Esports

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    Esports - video games played competitively that are broadcast to large audiences - are a rapidly growing new form of mainstream entertainment. Esports borrow from traditional TV, but are a qualitatively different genre, due to the high flexibility of content capture and availability of detailed gameplay data. Indeed, in esports, there is access to both real-time and historical data about any action taken in the virtual world. This aspect motivates the research presented here, the question asked being: can the information buried deep in such data, unavailable to the human eye, be unlocked and used to improve the live broadcast compilations of the events? In this paper, we present a large-scale case study of a production tool called Echo, which we developed in close collaboration with leading industry stakeholders. Echo uses live and historic match data to detect extraordinary player performances in the popular esport Dota 2, and dynamically translates interesting data points into audience-facing graphics. Echo was deployed at one of the largest yearly Dota 2 tournaments, which was watched by 25 million people. An analysis of 40 hours of video, over 46,000 live chat messages, and feedback of 98 audience members showed that Echo measurably affected the range and quality of storytelling, increased audience engagement, and invoked rich emotional response among viewers

    Win Prediction in Multi-Player Esports: Live Professional Match Prediction

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    Esports are competitive videogames watched by audiences. Most esports generate detailed data for each match that are publicly available. Esports analytics research is focused on predicting match outcomes. Previous research has emphasised pre-match prediction and used data from amateur games, which are more easily available than professional level. However, the commercial value of win prediction exists at the professional level. Furthermore, predicting real-time data is unexplored, as is its potential for informing audiences. Here we present the first comprehensive case study on live win prediction in a professional esport. We provide a literature review for win prediction in a multi-player online battle arena (MOBA) esport. The paper evaluates the first professional-level prediction models for live DotA 2 matches, one of the most popular MOBA games and trials it at a major international esports tournament. Using standard machine learning models, feature engineering and optimization, our model is up to 85\% accurate after 5 minutes of gameplay. Our analyses highlight the need for algorithm evaluation and optimization. Finally, we present implications for the esports/game analytics domains, describe commercial opportunities, practical challenges, and propose a set of evaluation criteria for research on esports win prediction

    Wait, But Why? Assessing Behavior Explanation Strategies for Real-Time Strategy Games

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    Work in AI-based explanation systems has uncovered an interesting contradiction: people prefer and learn best from 'why' explanations but expert esports commentators primarily answer 'what' questions when explaining complex behavior in real-time strategy games. Three possible explanations for this contradiction are: 1.) broadcast audiences are well-informed and do not need 'why' explanations; 2.) consuming 'why' explanations in real-time is too cognitively demanding for audiences; or 3.) producing live 'why' explanations is too difficult for commentators. We answer this open question by investigating the effects of explanation types and presentation modalities on audience recall and cognitive load in the context of an esports broadcast. We recruit 131 Dota 2 players and split them into three groups: the first group views a Dota 2 broadcast, the second group has the addition of an interactive map that provides 'what' explanations, and the final group receives the interactive map with detailed 'why' explanations. We find that participants who receive short interactive text prompts that provide 'what' explanations outperform the other two groups on a multiple-choice recall task. We also find that participants who receive detailed 'why' explanations submit the highest reports of cognitive load. Our evidence supports the conclusion that informed audiences benefit from explanations but do not have the cognitive resources to process 'why' answers in real-time. It also supports the conclusion that stacked explanation interventions across different modalities, like audio, interactivity, and text, can aid real-time comprehension when attention resources are limited. Together, our results indicate that interactive multimedia interfaces can be leveraged to quickly guide attention and provide low-cost explanations to improve intelligibility when time is too scarce for cognitively demanding 'why' explanations

    DAX: Data-Driven Audience Experiences in Esports

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    Esports(competitivevideogames)havegrownintoaglobalphenomenon 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 datadriven 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

    GOLPH2 expression may serve as diagnostic marker in seminomas

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    ABSTRACT: BACKGROUND: GOLPH2 (Golgi phosphoprotein 2) is a novel Golgi membrane protein. Despite its unknown physiologic function, however, it has been proposed as a biomarker for hepatocellular and prostate carcinoma due to its upregulation in those cancer entities. Whether the overexpression of GOLPH2 is tumour specific or a generic parameter of malignancy and whether this finding is true for additional carcinomas has not been determined. In this study, we aimed to evaluate the expression pattern of GOLPH2 in testicular seminomas, the most common histologic subtype of testicular neoplasm. METHODS: GOLPH2 protein expression was assessed by immunohistochemistry in 69 testicular seminomas and compared to the expression rates in matching normal testicular tissue and intratubular germ cell neoplasia of unclassified type (IGCNU). In addition, a subset of Leydig cell tumours was analyzed accordingly. RESULTS: GOLPH2 was consistently overexpressed (89.9%) in seminomas. Matching non-neoplastic tissue showed weak or negative staining. The observed differences between non-neoplastic and neoplastic tissue were statistically highly significant (p < 0.001). There were no significant associations with tumour status. Interestingly, GOLPH2 was also highly expressed in the intertubular Leydig cells as well as in Leydig cell tumours. CONCLUSIONS: GOLPH2 protein is highly expressed in seminomas and in Leydig cell tumours. This study fosters the association of GOLPH2 with malignant neoplastic processes. The staining pattern is easily assessable and consistent which is a favourable property especially in clinical settings. GOLPH2 could be a novel immunohistochemical marker for the assessment of testicular neoplasms, especially against the background that in analogy to hepatocellular carcinomas complementary GOLPH2 serum levels might be helpful in detecting metastases or recurrent tumour. Therefore serum studies and analyses of GOLPH2 expression in non-seminomatous germ cell tumours are strongly warranted

    Metagaming and metagames in Esports

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    The metagame is a convoluted term with no unified definition despite its importance and its common occurrence across different fields such as game design and behavioural economics. In our paper we provide a unified and compact definition of the term metagame and metagaming by firstly highlighting their historical evolution. Although, the metagame meant multiple things such as the environment surrounding the game, it has come to mean a perceived optimal or dominant playing strategy that is usually popular with an esport at that specific point in time. "Metagaming" as a verb is distinct and refers to a number of ways a player can affect the outcome of a game that are external to the game’s environment. We focus on how these terms crystallised in the world of digital entertainment (esports) by providing multiple examples of metagames and metagaming in competitive settings. Finally, we provide a theoretical framework on the life cycles of metagames as well general guidelines of understanding the current metagame of LoL and Dota 2. We conclude that by understanding and cataloguing the highly fluctuating metagame(s) of an esport at specific points in time, researchers will gain a historical context of that game’s space which in turn will give them insight into the decision making of professional esports players along with a possible future understanding of how the game will progress

    GOLPH2 expression in renal cell cancer

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    BACKGROUND: Renal cell carcinomas (RCC) are among the most common and most lethal genitourinary malignancies. GOLPH2 (golgi phosphoprotein 2, GOLM1) has recently been proposed as a biomarker for hepatocellular and prostate cancer. In this study we analysed the expression patterns and the prognostic and diagnostic value of GOLPH2 in RCC. METHODS: GOLPH2 protein expression was analysed by immunohistochemistry in 104 clinically well characterized RCC cases in comparison with matched normal kidney tissue and in association with clinico-pathological parameters. Statistical analyses including Kaplan Meier analyses were performed with SPSS version 15.0. RESULTS: GOLPH2 was highly expressed in normal renal tubules and in almost half of RCC with a statistically significant predominance in the papillary and chromophobe histological subtypes. No other associations with clinico-pathological parameters were detectable. The Kaplan-Meier curves showed a weak trend for unfavourable prognosis of tumours with high GOLPH2 expression, but failed significance. CONCLUSION: GOLPH2 protein is expressed in normal renal tissue (especially in distal tubular epithelia) and is down-regulated in the majority of clear cell RCC. In papillary and chromophobe RCC GOLPH2 expression is consistently present. In contrast to its diagnostic value in hepatocellular and prostatic carcinomas, a prognostic or diagnostic value of GOLPH2 in RCC appears to be unlikely
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