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eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12201))

Abstract

On the last decade, videogames streams have reached incredible numbers and are becoming more important every day. With the advancements of the internet, videogames are no longer local and can be played by people in different places as long as there is an internet connection between them. In this field, we have seen the recent innovations in videogames, especially in the so-called eSports category, with the growing adherence of fans worldwide and several events of great magnitude. In this study, we analysed and selected eSports aspects based on the related literature and videogame development specialists. The selected aspects are Objectives and Rules, Competitiveness, Interface Information, Visual Identification in Players and Teams, Stream Content and Communication Groups. Through a social network (LinkedIn), indie videogame developers were consulted (n = 11), thus answering 10 questions about how the above aspects should be addressed, and whether changes should be made to improve videogames in a general context. We found out that the presentation of the objectives and rules of the game may need changes across different game genres and developers may use competitiveness to entertain players and spectators. About interfaces, customizable and increase the viewer’s experience is crucial to keep differences between playing and watching screens. The use of external groups and media is important to improve the communication between viewers, players and developers, as the use of visual elements can be useful to create marketing identities with customers.

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Notes

  1. 1.

    Twitch is a video live streaming service operated by Twitch Interactive, a subsidiary of Amazon (twitch.tv).

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Correspondence to Ernesto Filgueiras .

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Rodrigues, E., Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship. In: Marcus, A., Rosenzweig, E. (eds) Design, User Experience, and Usability. Design for Contemporary Interactive Environments. HCII 2020. Lecture Notes in Computer Science(), vol 12201. Springer, Cham. https://doi.org/10.1007/978-3-030-49760-6_36

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  • DOI: https://doi.org/10.1007/978-3-030-49760-6_36

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-49759-0

  • Online ISBN: 978-3-030-49760-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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