Abstract
Esports - competitive video games watched by online audiences - are the fastest growing form of mainstream entertainment. Esports coverage is predominantly delivered via online video streaming platforms which include interactive elements. However, there is limited understanding of how audiences engage with such interactive content. This paper presents a large-scale case study of an interactive data-driven streaming extension developed for Dota 2, reaching over 300,000 people during the DreamLeague Season 15 DPC Western Europe tournament. The extension provides interactive live statistics, analysis and highlights reels of ongoing matches. This paper presents an analysis of audience telemetry collected over the course of the four week tournament, introducing a novel approach to analysing usage data delivered seamlessly in conjunction to a linear broadcast feed. The work presented advances our general understanding of the evolving consumption patterns in esports, and leverages esports as a lens to understand future challenges and opportunities in interactive viewing across sports and entertainment.
Original language | English |
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Title of host publication | IMX '24 : Proceedings of the 2024 ACM International Conference on Interactive Media Experiences |
Editors | Asreen Rostami, Donald McMillan, Jonathan Hook, Irene Viola, Jun Nishida, Hanuma Teja Maddali, Alexis Clay |
Publisher | Association for Computing Machinery |
Publication date | 7. Jun 2024 |
Pages | 94-107 |
ISBN (Print) | 979-8-4007-0503-8 |
DOIs | |
Publication status | Published - 7. Jun 2024 |
Event | IMX '24:: ACM International Conference on Interactive Media Experiences - Stockholm, Sweden Duration: 12. Jun 2024 → 14. Jun 2024 |
Conference
Conference | IMX '24: |
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Country/Territory | Sweden |
City | Stockholm |
Period | 12/06/2024 → 14/06/2024 |
Keywords
- Dota 2
- audience engagement
- broadcasting
- data visualisation
- esport
- esports
- interactive content
- streaming