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Behavioral Analysis of eSports Spectators: A Research Proposal

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12781))

Abstract

This research aims to discuss the importance of the spectator inside the context of competitive gaming (or eSports) while identifying crucial elements and moments that can influence their behavioral and emotional variation of spectators when watching eSports matches. This investigation is a direct continuation of a recent study conducted by the authors where indie computer game developers were consulted about aspects present in the eSports universe. Among the topics, there were questions about Objectives and Rules, Competitiveness, Interface Information, Visual Identification in Players and Teams, Flow Content and Communication Groups, thus discussing diverse eSports aspects, on how to approach new spectators and improving the experience of those who already watch competitive gaming. The evolution of gaming is due to advances in technology, standing them as special cases in the new media studies, which distinguish interactivity as the main responsible for the gaming scenarios success. When discussing eSports, interaction takes place not only between users (spectators and players) and products (video games), but also with presenters, professional players, coaches, streamers, and content creators, creating a network of fast communication and easy participation. The following study then proposes an analysis of eSports spectators using biosensors to capture indicative data when watching two different clips from Valve’s video game Counter Strike: Global Offensive. We specify the use of ECG (electrocardiogram), RESP and EDA/GSR, which are operated and coordinated by the BrainAnswer platform, a system that allows the gathering and storage and analysis of synchronized data in an organized environment.

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Notes

  1. 1.

    FACEIT. https://www.faceit.com/pt.

  2. 2.

    BrainAnswer platform. https://brainanswer.pt/

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Correspondence to João Valente .

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Rodrigues, E., Filgueiras, E., Valente, J. (2021). Behavioral Analysis of eSports Spectators: A Research Proposal. In: Soares, M.M., Rosenzweig, E., Marcus, A. (eds) Design, User Experience, and Usability: Design for Contemporary Technological Environments. HCII 2021. Lecture Notes in Computer Science(), vol 12781. Springer, Cham. https://doi.org/10.1007/978-3-030-78227-6_27

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  • DOI: https://doi.org/10.1007/978-3-030-78227-6_27

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-78226-9

  • Online ISBN: 978-3-030-78227-6

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