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.
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Notes
- 1.
TF2 Moscow LAN official website https://match.tf/tournaments/44.
- 2.
C.Moore ‘Hats of affect: A study of Affect, Achievements and Hats in Team Fortress 2’, available at http://gamestudies.org/1101/articles/moore.
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Acknowledgments
The reported study was funded by RFBR according to the research project No. 18-29-22077\(\backslash \)19.
Authors also thank the organizers of ‘Team Fortress 2’ Moscow LAN 2019 for technical support during the data collection and fruitful discussions of the game insights.
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Korotin, A. et al. (2021). Assessment of Video Games Players and Teams Behaviour via Sensing and Heterogeneous Data Analysis: Deployment at an eSports Tournament. In: Paiva, S., Lopes, S.I., Zitouni, R., Gupta, N., Lopes, S.F., Yonezawa, T. (eds) Science and Technologies for Smart Cities. SmartCity360° 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 372. Springer, Cham. https://doi.org/10.1007/978-3-030-76063-2_28
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