From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond.

Alan Pedrassoli Pedrassoli Chitayat*, Coates Alistair, Florian Block, Anders Drachen, James Alfred Walker, James Dean, Matt McConachie, Peter York

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

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 languageEnglish
Title of host publicationIMX '24 : Proceedings of the 2024 ACM International Conference on Interactive Media Experiences
EditorsAsreen Rostami, Donald McMillan, Jonathan Hook, Irene Viola, Jun Nishida, Hanuma Teja Maddali, Alexis Clay
PublisherAssociation for Computing Machinery
Publication date7. Jun 2024
Pages94-107
ISBN (Print)979-8-4007-0503-8
DOIs
Publication statusPublished - 7. Jun 2024
EventIMX '24:: ACM International Conference on Interactive Media Experiences - Stockholm, Sweden
Duration: 12. Jun 202414. Jun 2024

Conference

ConferenceIMX '24:
Country/TerritorySweden
CityStockholm
Period12/06/202414/06/2024

Keywords

  • Dota 2
  • audience engagement
  • broadcasting
  • data visualisation
  • esport
  • esports
  • interactive content
  • streaming

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