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Summarizing E-sports matches and tournaments: the example of counter-strike: global offensive

Published: 18 June 2019 Publication History
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  • Abstract

    That video and computer games have reached the masses is a well known fact. Furthermore, game streaming and watching other people play video games is another phenomenon that has outgrown its small beginning by far, and game streams, be it live or recorded, are today viewed by millions. E-sports is the result of organized 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. However, as traditional sports, e-sports matches may be long and contain less interesting parts, introducing the challenge of producing well directed summaries and highlights. In this paper, we describe our efforts to approach the game streaming and e-sports phenomena from a multimedia research point of view. We focus on the challenge of summarizing matches from specific relevant game, Counter-Strike: Global Offensive (CS:GO). We survey related work, describe the rules and structure of the game and identify the main challenges for summarizing e-sports matches. With this contribution, we aim to foster multimedia research in the area of e-sports and game streaming.

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    Cited By

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    • (2023)E-Sport: Ball and the Rifle Are on the NetMetaverse10.1007/978-981-99-4641-9_22(323-331)Online publication date: 13-Oct-2023
    • (2022)Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter PlayersProceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia10.1145/3568444.3568448(172-181)Online publication date: 27-Nov-2022
    • (2022)Definitions of Esports: A Systematic Review and Thematic AnalysisProceedings of the ACM on Human-Computer Interaction10.1145/35494906:CHI PLAY(1-45)Online publication date: 31-Oct-2022
    • Show More Cited By

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      cover image ACM Conferences
      MMVE '19: Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems
      June 2019
      53 pages
      ISBN:9781450362993
      DOI:10.1145/3304113
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 18 June 2019

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      Author Tags

      1. E-sports
      2. counter-strike
      3. multimodal
      4. video summaries

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      MMSys '19
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      MMSys '19: 10th ACM Multimedia Systems Conference
      June 18, 2019
      Massachusetts, Amherst

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      MMVE '19 Paper Acceptance Rate 9 of 18 submissions, 50%;
      Overall Acceptance Rate 26 of 44 submissions, 59%

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      Cited By

      View all
      • (2023)E-Sport: Ball and the Rifle Are on the NetMetaverse10.1007/978-981-99-4641-9_22(323-331)Online publication date: 13-Oct-2023
      • (2022)Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter PlayersProceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia10.1145/3568444.3568448(172-181)Online publication date: 27-Nov-2022
      • (2022)Definitions of Esports: A Systematic Review and Thematic AnalysisProceedings of the ACM on Human-Computer Interaction10.1145/35494906:CHI PLAY(1-45)Online publication date: 31-Oct-2022
      • (2022)A Dataset to Investigate First-Person Shooter PlayersExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558331(51-56)Online publication date: 2-Nov-2022
      • (2021)Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game PlayersProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445245(1-12)Online publication date: 6-May-2021
      • (2021)The Effects of Network Latency on Competitive First-Person Shooter Game Players2021 13th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX51781.2021.9465419(151-156)Online publication date: 14-Jun-2021
      • (2020)Identification of Players Ranking in E-SportApplied Sciences10.3390/app1019676810:19(6768)Online publication date: 27-Sep-2020

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