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.
Keywords
- Games
- E-sports
- Multimedia
- Video
- Streaming
- Counter-Strike: global offensive
This is a preview of subscription content, access via your institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsNotes
- 1.
https://store.steampowered.com/app/730/CounterStrike_Global_Offensive/, accessed April 17, 2019.
- 2.
- 3.
- 4.
References
Bayat, Farshad, Mohammad Shahram Moin, und Farhad Bayat. 2014. Goal detection in soccer video: Role-based events detection approach. International Journal of Electrical and Computer Engineering (IJECE) 4 (6): 979–988.
Cox, Kate. 2012. League of legends world championship draws over 8 Million viewers. Kotaku. https://kotaku.com/league-of-legends-world-championship-draws-over-8-milli-5953843. Accessed 17 Apr 2019.
CSGO Stats. 2019. Player statistics and detailed match analysis. CSGO-Stats. https://csgo-stats.com/. Accessed 17 Apr 2019.
El-Nasr, Magy Seif, Anders Drachen, und Alessandro Canossa. 2016. Game analytics. London: Springer, London Limited.
Escharts. 2018. The International 2018 statistics. ESC. https://escharts.com/blog/stats-international-2018. Accessed 17 Apr 2019.
Lux, Mathias, Michael Riegler, Duc-Tien Dang-Nguyen, Marcus Larson, Martin Potthast, and Pål Halvorsen. 2018a. GameStory Task at MediaEval 2018. In Working Notes Proceedings of the MediaEval 2018 Workshop.
Lux, Mathias, Michael Riegler, Duc-Tien Dang-Nguyen, Marcus Larson, Martin Potthast, and Pål Halvorsen. 2018b. Team ORG @ GameStory Task 2018. In Working Notes Proceedings of the MediaEval 2018 Workshop.
Ninh, Van-Tu, Tu-Khiem Le, and Minh-Triet Tran. 2018. GameStory: An event-based approach. In Working Notes Proceedings of the MediaEval 2018 Workshop.
Sherman, Alex. 2019. Netflix says it’s more scared of Fortnite and YouTube than Disney and Amazon. CNBC. https://www.cnbc.com/2019/01/17/netflix-more-scared-of-fortnite-and-youtube-than-disney-and-amazon.html. Accessed 17 Apr 2019.
Socialblade. 2019. Twitch stats summary/User statistics for Ninja (2014-05-15–2019-04-18). Socialblade. https://socialblade.com/twitch/user/ninja/monthly. Accessed 17 Apr 2019.
Statista. 2019. eSports audience size worldwide from 2012 to 2022, by type of viewers (in millions). Statista. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/. Accessed 17 Apr 2019.
Wutti, Michael. 2018. Automated Killstreak Extraction in CS:GO Tournaments. Working Notes Proceedings of the MediaEval 2018 Workshop.
Xu, Min, Ling-Yu Duan, Changsheng Xu, Mohan Kankanhalli, and Qi Tian. 2003. Event detection in basketball video using multiple modalities. In Information, Communications and Signal Processing, 2003 and Fourth Pacific Rim Conference on Multimedia. Proceedings of the 2003 Joint Conference of the Fourth International Conference on, Vol. 3, pp. 1526–1530. IEEE.
Acknowledgements
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.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Fachmedien Wiesbaden GmbH, ein Teil von Springer Nature
About this chapter
Cite this chapter
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
Download citation
DOI: https://doi.org/10.1007/978-3-658-27395-8_13
Published:
Publisher Name: Springer VS, Wiesbaden
Print ISBN: 978-3-658-27394-1
Online ISBN: 978-3-658-27395-8
eBook Packages: Social Science and Law (German Language)