Esports meets human-computer interaction
Abstrak
Esports are video games played competitively for fun and profit at both amateur and professional levels. Esports have matured into an independent sports sector similar to traditional sports, including support for international events and governing bodies. The esports industry has become a growing mainstream phenomenon, with young audiences representing the sports audiences of the future. With the increased awareness of esports among gaming communities and its potential to engage and entertain sports fans, esports has entered the zeitgeist. The Covid-19 pandemic caused significant disruptions to people's leisure activities and to the sporting industry, which had to cancel or postpone many events. This article highlights the key findings from the recent esports-focused workshops on spectatorship and high-performance gaming, and a special interest group (SIG) held at the ACM Conference on Human Factors in Computing Systems (CHI), paving the way for future studies and use cases in HCI.
Topik & Kata Kunci
Penulis (6)
S. Kriglstein
A. L. Martin-Niedecken
J. Spjut
Nicole B. Damen
S. Türkay
Anders Drachen
Akses Cepat
- Tahun Terbit
- 2022
- Bahasa
- en
- Total Sitasi
- 5×
- Sumber Database
- Semantic Scholar
- DOI
- 10.1145/3524855
- Akses
- Open Access ✓