E3 2023 Abstracts


Area 1 - Enhancing the Esports Experience

Full Papers
Paper Nr: 8
Title:

Initial Developments of Teamwork and Mental Health Focused Minigames for the Purpose of Esports Training

Authors:

Danielle K. Langlois and Simone Kriglstein

Abstract: Esports professionals have to cope with a lot of stress and really need to be in sync with their teammates in order to perform at their highest capability. As part of an ongoing project, we are working toward a battery of minigames aimed at helping esports professionals train their teamwork skills and improve their mental health. Proposed ideas include modules focused on meditation, teaching coping mechanisms for difficult social scenarios via visual novel, and synchronized breathing exercises. Each of these has positive points and negative points. With these ideas, we hope to further develop several engaging minigames which can later be user tested.

Paper Nr: 12
Title:

Power to the Spectator: Towards an Enhanced Video Game Stream Discovery Experience

Authors:

Laura Herrewijn and Sven Charleer

Abstract: Game streaming platforms like Twitch could benefit from more user control and transparency in recommendations. In this paper, we highlight the importance of allowing users to customise their streaming experience through three design goals: Social Interaction, Captivation, and Knowledge Acquisition, the latter addressing both skill improvement and serendipity. We discuss the preliminary results of our on-going iterative and user-centred design process aimed at improving the exploration experience for game spectators. More specifically we report on the results of co-design research to explore the parameters necessary for game spectators' enhanced control over their game stream discovery experience.

Short Papers
Paper Nr: 5
Title:

Gamers' Eden: The Functioning and Role of Gaming Houses Inside the Esports Ecosystem

Authors:

alessandro franzó and Attila Bruni

Abstract: The current paper aims to analyse the complex array of practices entailed by teams and esports professionals by looking at one of the most peculiar phenome-na of the esports field: gaming houses, i.e., “co-operative living arrangement[s] where several players of video games, usually professional esports players, live in the same residence” [1]. Representing one of the first attempts to assess the role of gaming houses as emerging esports spaces based on new forms of play-bour and production of and by users, the paper comprises an innovative adapta-tion of PRISMA protocol for literature and scoping reviews to shed light on how the technological, material, and social elements are enacted through gaming hous-es' activities, which mirror the ones entailed by digital platforms. In fact, through the three moves of encoding, aggregating and computing users’ interactions [2], gaming houses (re)produce virtual and analogical goods, translating consumer practices and profoundly influencing the broader esports ecosystem. Finally, by framing themselves as ideal hives for pro players, i.e., a prototypical breeding ground for esports professionals, these structures push for new paradigms of work-life balance and users’ production, thus leading to a further reflection on the nature of play and working practices in our contemporary network society [3].

Paper Nr: 6
Title:

The Communication Effectiveness of AI Win Prediction Applied in Esports Live Streaming

Authors:

Minglei Wang

Abstract: AI win prediction is widely used in the live streaming of Esports games, with the assumption that it is capable of significantly enhancing the viewing expe-rience and providing valuable information to spectators. However, there is very little empirical research to demonstrate the actual attitudes and feelings of spectators towards AI win prediction. This paper describes an ongoing study from the perspective of communication effectiveness that aims to bridge this gap and explore some possible influencing factors, which could provide a scientific basis for better presenting AI prediction information in future Esports live streaming, thus further improving the viewing experience and engagement of spectators. This study has not yet officially begun on a large scale, so this paper primarily reports primary results from in-depth in-terviews, as a pilot study for the formal survey experiment. The perceived usefulness, the balance between credibility, accuracy, and dramatic effects, and the anthropomorphic image are mainly discussed.

Paper Nr: 7
Title:

Using Audience Avatars to Increase Sense of Presence in Live-Streams

Authors:

Tomáš Pagáč and Simone Kriglstein

Abstract: Social interactions and the sense of presence are important for the spectatorship experience in live-streams. In large audiences, communication gets harder and viewers participate less. This paper explores the possibility of representing an audience using animated avatars to increase the sense of presence and potentially move some traffic from the chat window to the avatars. We discuss the motivations for and the challenges in creating an audience avatar interface.