![]() Information on the beginnings of electronic sport and its presence in the literature is quite limited. The aforementioned tournament was played using the title Space Invaders. Some sources on the history of electronic sports do not mention the games held in 1972 and consider The Space Invaders Championship - a tournament with an estimated 10,000 spectators - to be the first. It was played at Stanford University in the United States on Octo. The first esports tournament was called the Intergalactic Spacewar Olympics. The first esport competition dates back to the 1970s. 1.1 History of Esportsĭue to the limited availability of games and technology, esports in its simplest form began at universities. This provides a unique opportunity to explore resulting “Big Data” using not only traditional statistics but also artificial intelligence (AI) and machine learning (ML) tools, thus uncovering its potential to understand the performance in esports and provide insights on human-computer interaction (HCI). Due to the virtual nature of esports, it is possible to obtain highly specific data at high volume and resolution. Such games save the data allowing a game to be recreated using provided tools, features, or game engines. Games (software) are simulated environments. Due to the requirement of a technological platform, nearly all electronic sports have certain features that allow for a thorough statistical analysis of the game. Studies indicate that correct use of available data may provide a competitive advantage and better game understanding. Sports analytics is widely recognized and used in different contexts. So far, esports have been studied from a theoretical standpoint with the primary argument being in the classification of esports as “real sport”. This development has led to academic interest in esports. Introduction of technology and new methods of activating users allowed for live broadcasting of gameplay and increased viewership outside traditional channels, which caused a move away from passive viewing of games to a more interactive environment due to the rise of streaming platforms. The international presence of esports and their popularity in the last decade can be attributed to technological development in hardware and software. Esports inherently use the same computer input devices as in different human-computer interaction studies. The competitive nature of esports may help with testing new methods of measurement. In conclusion, the effective use of the army, based on optimizing the ratio between units lost and units killed, may be significant in predicting the game outcome.Įsports are modern sports carried out on different technical platforms at the forefront of measuring performance in human-computer interaction. It seems evident that winner optimized interaction with an opponent by keeping his/her own army intact while inflicting damage to the opponent’s army or economy. The performance indicators which showed the strongest effect in predicting the game outcome were “minerals lost army”, “minerals killed army”, “minerals used current army”, and “minerals killed economy”. The model was able to discriminate the game outcome (won, lost) with an out-of-sample accuracy of 0.728 ± 0.021. ![]() Logistic regression with 5-fold cross-validation was performed to predict the game outcome. In total, 3719 game records and 9 performance indicators were obtained after applying the inclusion criteria. ![]() Each game record contained data for both the winner and the loser. The distribution of analyzed players concerning the preferred in-game race was as follows: “Protoss” (n = 3), “Zerg” (n = 1), “Terran” (n = 1). The aim of this study was to investigate performance indicators from in-game data to predict the outcome of the matches in StarCraft II: Legacy of The Void.ĭata from 6509 games (game records) provided by 5 players at the level of Master or GrandMaster were used. Insights on gameplay and underlying processes may push the development of new and optimal practice methods. Esports offer a unique opportunity to conduct human performance studies, as they use modern hardware and software as an operation platform.
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