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.
- Counter-Strike: global offensive
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We would like to thank all the people from MultimediaEval for the fruitful discussions, the support and all the comments and interesting views on the problem of e-sports analysis and summarization. Special thanks go to Martha Larson and Steven Hicks. A lot of thanks also go to the CS:GO players and game stream consumers who helped us from a consumer point of view: Manoj Kesavulu, Jonas Markussen, and Hakon Stensland. We also thank ZNIPE.TV and in particular Marcus Larson for providing and helping us with the data.
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Lux, M., Riegler, M., Halvorsen, P., Dang-Nguyen, DT., Potthast, M. (2019). Challenges for Multimedia Research in E-Sports Using Counter-Strike. In: Elmenreich, W., Schallegger, R., Schniz, F., Gabriel, S., Pölsterl, G., Ruge, W. (eds) Savegame. Perspektiven der Game Studies. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-27395-8_13
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