AuthorsM. Lux, M. Riegler, P. Halvorsen, D. Dang-Nguyen and M. Potthast
EditorsW. Elmenreich, R. R. Schallegger, F. Schniz, S. Gabriel, G. Pölsterl and W. B. Ruge
TitleChallenges for Multimedia Research in E-Sports Using Counter-Strike Global Offensive as an Example
AfilliationCommunication Systems, Machine Learning
Project(s)Department of Holistic Systems
Publication TypeBook Chapter
Year of Publication2019
Book TitleSavegame
Pagination197 - 206
PublisherSpringer Fachmedien Wiesbaden
Place PublishedWiesbaden
ISBN Number978-3-658-27394-1

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.


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