Workshop
Workshop on E3: Enhancing the Esports Experience -
E3
2023
16 - 17 November, 2023 - Rome, Italy
In conjunction with the 7th International Conference on Computer-Human Interaction Research and Applications - CHIRA 2023
* CANCELLED *
CO-CHAIRS
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Laura Herrewijn
AP University of Applied Sciences and Arts Antwerp
Belgium
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Brief Bio
Laura Herrewijn (PhD in the Social Sciences: Communication Sciences) is a senior research scientist at the AP University of Applied Sciences and Arts Antwerp and guest professor at the University of Antwerp. Her expertise is situated in the domain of digital, interactive media with a specialisation in digital games, virtual reality, and learning analytics dashboards, and how they can be designed and used for entertainment (e.g. taking into account usability and user experience, principles of storytelling), education (e.g. teaching of knowledge and skills, giving feedback) and persuasive communication (e.g. changing of attitudes and/or behavior). She has done extensive research on the effectiveness of in-game advertising and in-game purchases, focusing primarily on the impact of player processes such as player involvement and immersion.
At the AP University, she co-leads the research on “Game UX Design“ within the department of Media, Design and IT. They are conducting two research projects on esports and game streaming, namely: BEAT, or Better esports Analytics for Teams, and Spectator LF Streamer, Designing for Better Game Stream Discovery. She is also involved in Virtual Experience-related research projects such as Environmental Immersion and Merging Realities, and learning analytics research projects for the AP University (called LAP!) and the Centralized Tests in Flanders. At the University of Antwerp, she teaches the course Persuasive Technologies to Master students in Communication Sciences.
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Sven Charleer
AP University of Applied Sciences and Arts
Belgium
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Brief Bio
Sven Charleer is a senior research scientist at AP University of Applied Sciences and Arts. After 10 years working in the industry as software engineer and game developer, he pursued a PhD under the supervision of Prof. Erik Duval and Prof. Katrien Verbert at the Human-Computer Interaction group of the Computer Science Department at KU Leuven, Belgium. During his PhD and postdoc he focused on data visualisations and interactive dashboards in the domains of Learning Analytics, Digital Humanities, Video Games and Job Mobility. His Learning Analytics research resulted in the LISSA dashboard, a breakthrough in the study advisor workflow deployed across KU Leuven university. His research is published in journals such as IEEE Transactions on Learning Technologies, International Journal of Technology Enhanced Learning, Journal of Learning Analytics and Journal of Universal Computer Science. It was also published in multiple proceedings of conferences, such as ACM RecSys, CHIPLAY, ACM LAK, Eurovis, and EC-TEL. T
He co-leads two research projects at AP University related to Video Game User Experience: the BEAT (Better esports Analytics for Teams) project, a collaboration with the video game industry, which explores how to enhance the esports team experience through live and post-game data and visualisations; and the Spectator LF Streamer project, where he researches how spectators explore video game streaming platforms, and how better search methods and recommendation control can create a more effective and enjoyable search experience.
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SCOPE
E3 (Enhancing Esports Experiences) is an interdisciplinary exploration of the diverse field of esports. We cordially invite submissions of HCI-related research focused on various stakeholders in the esports domain, including spectators, team players, managers, and broadcasters. We welcome works from all disciplines, both ongoing research as well as future projects and proof of concepts. Examples of possible topics can include but are not limited to:
- innovative design concepts aimed at enhancing spectator experience,
- tools and methods for supporting team training and management,
- comprehensive player/team analytics,
- studies to gain insights into esports environment, including arenas, streaming platforms.
E3 is organised by an international team of renowned researchers with expertise in video game data data visualisation, analytics, and user experience.
TOPICS OF INTEREST
Topics of interest include, but are not limited to:
- Innovative Design Concepts Aimed at Enhancing the Esports Spectator Experience
- Tools and Methods for Supporting Esports Team Training and Management
- Advanced Esports Broadcasting Techniques
- Comprehensive Esports Player and Team Analytics
- Well-being/Health Studies Related to Esports
- Studies to Gain Insights Into the Esports Environment, Including Arenas and Streaming Platforms
- Evaluation Techniques/Methods Adapted to/Designed for the Unique Esports Environment (e.g., Studying Live Arenas)
- Visualisation Techniques for Real-Time Performance Analysis and Retrospective Review
IMPORTANT DATES
Paper Submission:
September 15, 2023 (expired)
Authors Notification:
September 29, 2023
Camera Ready and Registration:
October 9, 2023
WORKSHOP PROGRAM COMMITTEE
Wim Casteels,
AP University of Applied Sciences and Arts Antwerp, Belgium
Florian Gnadlinger,
University of Applied Sciences, Berlin, Germany and Masaryk University, Brno, Czech Republic
Francisco Gutiérrez,
KU Leuven, Mexico
Francisco Gutiérrez,
KU Leuven, Mexico
Simone Kriglstein,
Vienna University of Technology, Austria
Simone Kriglstein,
Faculty of Informatics, Masaryk University, Brno, Czech Republic
Danielle K. Langlois,
Masaryk University, Czech Republic
Pejman Mirza-Babaei,
Ontario Tech University, Canada
Tomáš Pagác,
Masaryk Uniersity, Czech Republic
David Walewijns,
University of Antwerp, Belgium
Günter Wallner,
Johannes Kepler University Linz, Austria
(list not yet complete)
PAPER SUBMISSION
Prospective authors are invited to submit papers in any of the topics listed above.
Instructions for preparing the manuscript (in Word and Latex formats) are available at: Paper Templates
Please also check the Guidelines.
Papers must be submitted electronically via the web-based submission system using the appropriated button on this page.
PUBLICATIONS
After thorough reviewing by the workshop program committee, all accepted papers will be published in a special section of the conference proceedings book, under an ISBN reference.
The proceedings are abstracted/indexed in DBLP, Google Scholar, EI-Compendex, INSPEC, Japanese Science and Technology Agency (JST), Norwegian Register for Scientific Journals and Series, Mathematical Reviews, SCImago, Scopus and zbMATH. CCIS volumes are also submitted for the inclusion in ISI Proceedings.