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The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interfaceTseng, Te Hua January 2021 (has links)
Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice. / Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
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The currency of influence: a study of the external impact of Teamfight Tactics' metagame and its effect on player strategy.Widmark, John, Anders, Sonja January 2023 (has links)
This research paper presents a study of the Teamfight Tactics (Riot Games, 2019) metagame and its evolution over time. For this research purpose, we have defined metagames as the ways in which games exist within broader social and cultural contexts. By using a mixed-methods approach, we explore players' relationship with the TFT metagame, their strategies used to succeed, and the factors that influence the metagame's evolution, as well as how TFT metamedia impacts players' relationship with the metagame. Our research's theoretical framework is based on the idea of metagame analysis presented in 2017 by Boluk and LeMieux. The main results of our study show that most players consume some kind of TFT-related metamedia, which suggests that metamedia has a big influence on how players approach TFT and formulate their gameplay strategies. Players with varying skill-levels may consume different kinds of metamedia, which raises the possibility that they may be persuaded to adopt distinct approaches to playing the game and thereby contribute to the emergence of the metagame. This implies that the impact of metamedia on the metagame is not ubiquitous for all players and that additional study is required to properly comprehend the connection between the consumption of metamedia, skill level, and the metagame evolution. Due to the focus on TFT and the small sample size of our data collection, our research is restricted. However, our findings may be intriguing to TFT players, game developers, and researchers who are interested in game design, player behavior, and competitive gaming. With a particular focus on highlighting insights of the TFT metagame and its relation with metamedia, this study contributes to the larger discussion on game metagames and their development over time.
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Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming CommunityHuffman, Kimberly Ann 21 April 2023 (has links)
No description available.
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Improving First-Person Shooter Player Performance With External LightingDahlström, Erik January 2017 (has links)
This thesis project focuses on the creation and usage of external light effects to accommodate the needs of competitive gamers. Prior to the creation of these light effects, the function of audio in films and games was analyzed by examining the works of Michel Chion, who is the leading scholar in studying audio-vision: the relationship between the screen and sound. Subsequently, the possible application of these theories onto the lighting domain was discussed, showing the similarities and usefulness of these two different modalities. The goal of the thesis project was to improve the gamers’ perceived and objective performance in first-person shooter games. A counterbalanced within-group study was conducted; each participant played the game Doom 3 for 25 minutes with and without light effects. Four functional and informative light effects were created to accommodate the in-game content in an attempt to improve their performance. The players were given identical instructions on how to play the game. Four Philips Hue Go lights were placed in a rectangular shape around the participant with the TV in front. An additional Philips Hue LED strip was placed behind the TV. After each session, a standardized Game Experience Questionnaire (GEQ) was used to collect data on the players’ perceived performance. In-game logs were collected to determine how the players fared in combat. A linear checkpoint system was created to judge how far the participants progressed. The GEQ data showed that the light effects improved the players perceived performance. However, the results from the in-game logs and player progression are inconclusive and not statistically significant. The identified potential reasons were the low sample size (n=14), too little practice time, potential differences in player skill and physical light positioning. / Detta examensarbete fokuserar på skapandet och användandet av externa ljuseffekter för att ackommodera tävlingsinriktade gamers behov. Inför skapandet av dessa ljuseffekter genomfördes en utforskning av ljudets funktion i film och spel genom att analysera Michel Chions verk inom audio-vision (eng); det vill säga förhållandet mellan bild och ljud. Fortsättningsvis diskuterades huruvida dessa teorier kunde appliceras på domänen ljus, genom att visa på användbarheten samt de likheter som dessa två olika modaliteter har. Målet för examensarbetet var att förbättra gamers upplevda och objektiva prestation i förstapersonsskjutare (eng: First Person Shooter / FPS). En motviktad användarstudie (within-group) genomfördes. Fyra funktionella och informativa ljuseffekter skapades för att ackommodera spelets innehåll i ett försök att förbättra spelarnas prestation. Varje deltagare spelade FPS-spelet Doom 3 i 25 minuter med och utan ljuseffekter. Spelarna fick identiska instruktioner om spelets grunder. Fyra Philips Hue Go-lampor var utplacerade rektangulärt runt spelaren med TVn längst fram i mitten. En ytterligare Philips Hue LED strip var placerad bakom TVn. Efter varje session användes ett standardiserat Game Experience Questionnaire (GEQ) för att insamla data av spelarnas upplevda prestation. Data loggades även inifrån spelet för att uppmäta hur spelarna presterade i strid. Ett linjärt kontrollstationssystem upprättades för att avgöra hur långt in i spelet deltagarna nådde. Datan från GEQ-enkäterna visade att ljuseffekterna förbättrade spelarnas upplevda prestation. Datan från spelloggarna och kontrollstationssystemet gav ett ofullständigt resultat och var statistiskt insignifikant. De identifierade potentiella anledningarna var det låga antalet deltagare (n=14), för lite övningstid, skillnader i spelarfärdighet och fysisk ljuspositionering.
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E-sport in i idrottsrörelsen? : Idrottsföreningar och deras uppfattningar om och förhållningssätt till framtida e-sport i den egna verksamheten / E-sports in to the sports movement? : Sports association clubs and their notions and attitudes about future e-sport within their own operationsRayat, Pooya January 2017 (has links)
With the rapid expansion of e-sports, the e-sports federation in Sweden seeks legitimacy and support in their efforts to gain recognition as a real sport. With this background, a bill has been proposed to the National Sports Association of Sweden to include the movement as a member of the organization. Thus, granting the official legitimacy and support that the e-sports movement seeks as a sport. The purpose if this study was to examine how sports clubs perceive e-sports to see if they think it has a place within the context of a traditional sports club. The method used to retrieve this data was semi-structured interviews with key decision makers within the sports clubs randomly chosen within a specific county. The purpose was examined by breaking it down into three key questions, which were then used as headlines in the result. The results of the study are that there is a willingness among most of the sports clubs to begin the work of integrating e-sports within the club, but there were requirements. One of them was drift from the starters so that the board of direction can keep doing what they do, thus they want the e-sports section to operate on its own. Another requirement was that those who wish to start the e-sports sections know the economic parameters, preferably. The less enthusiastic leaders who did not wish to integrate e-sports still wished to learn more about e-sports as they saw that it will keep expanding, these leaders were however somewhat doubtful of how an e-sports club could be integrated into a sports club and what benefits there might be for both parties in this cooperation.
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User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS GamesTran, Thien, Berg, Samuel January 2021 (has links)
Electronic sports (esports) is an activity in which players compete against each other in video games. It could be beneficial for the esports industry if players were to perform more consistently. The user interface in the game is one aspect that could impact player performance. In this study, the six user interface element types defined by Fagerholt and Lorentzon in 2009 were used as the context for comparing player performance. The purpose of this thesis was to discover how the graphical user interface of competitive first-person shooter (FPS) games affect the player’s ability to perform mechanically and comprehend information, as well as determining what players value in such user interfaces. This was achieved through the use of experiments and interviews in the context of a game that was developed for this study. In the game, the participants played through levels with different user interfaces in which player performance was tracked. This study discovered that the diegetic user interface performed the best in mechanical performance and information comprehension. Meta-perception resulted in some of the worst mechanical performance. More cluttered user interfaces appeared to worsen reaction times. There was also a vague indication suggesting that more cluttered user interfaces worsen information comprehension. In terms of user preferences, the non-diegetic user interface was the most preferred. In contrast, the participants preferred the geometric user interface the least. Through the thematic analysis, it was discovered that various factors may be beneficial to consider when designing user interfaces using different types of elements. The factors are beneficial to consider because they may affect player performance. The factors are concerned with the following: information balance, contrast, clutteredness, use of numbers, position of elements, use of health bars, element sizes and presentation of ammunition stacks. However, further studies generating statistically significant results would be required to confirm these insights.
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Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports IndustriesShiflet, Matthew 07 August 2019 (has links)
No description available.
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