Challenges for Multimedia Research in E-Sports Using Counter-Strike (bibtex)
@InProceedings{Lux2019, author = {Lux, Mathias and Riegler, Michael and Halvorsen, Pal and Dang-Nguyen, Duc-Tien and Potthast, Martin}, booktitle = {Savegame}, title = {{Challenges for Multimedia Research in E-Sports Using Counter-Strike}}, year = {2019}, address = {Wiesbaden}, editor = {Wilfried Elmenreich and René Reinhold Schallegger and Felix Schniz and Sonja Gabriel and Gerhard Pölsterl and Wolfgang B. Ruge}, month = {November}, pages = {197--206}, publisher = {Springer VS}, abstract = {That video and computer games have reached the masses is a well-known fact. However, game streaming and, therefore, watching other people play videogames has also outgrown its humble beginnings by far. Game streams, be it live or recorded, are viewed by millions. Many of the streams are broadcasting competitive multiplayer games. This is called e-sports and it is very similar to sports broadcasting. E-sports is organized in leagues and tournaments in which players can compete in controlled environments and viewers can experience the matches, discuss and criticize just like in physical sports. In this paper, we look into the challenges for computer science in general and multimedia research in particular. The multimedia research community has done a lot of work on video streaming, broadcasting and analyzing the audience, but has missed the opportunity to investigate e-sports in detail. We focus on one particular game we deem representative for e-sports, Counter-Strike: Global Offensive, and investigate how the audience consumes game streams from competitive tournaments.}, doi = {10.1007/978-3-658-27395-8_13}, url = {https://link.springer.com/chapter/10.1007/978-3-658-27395-8_13} }
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