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Communication Dans Un Congrès Année : 2022

Esports and Virtual Environments: the realm of data?

Résumé

Esports refers to organized video game competitions (Jenny et al., 2017). With the appearance of streaming platforms at the turn of the 2010s, esports has gone from a niche practice to a true generational mass spectacle (Besombes, 2015). Mirror of our digitized societies and a product of the digital revolution (Scholz, 2019), esports is intrinsically dematerialized and virtual, and a particularly fertile ground for data collection: optimizing the performance of high-level players, predicting match results, spectator experience or even artificial intelligence, are some of the applications already underway in the esports world. The use of data in this sector stands out clearly in two areas: firstly technologically, with the development of different applications and systems designed to enrich and improve the gaming experience (users and fans), and secondly economically, where what is sought is both the growth and development of this new market. The first area will be the focus of the presentation, while keeping in mind that the boom of Big Data is not without raising some practical and technological questions: what relevant data to collect? with what tools? How to process them? And finally, how to interpret and analyze them?
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Dates et versions

hal-03981690 , version 1 (15-03-2023)

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  • HAL Id : hal-03981690 , version 1

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Nicolas Besombes. Esports and Virtual Environments: the realm of data?. 13e Congrès Annuel de la Société Suisse des Sciences du Sport (4S), Université de Lausanne, Feb 2022, Lausanne (CH), Switzerland. ⟨hal-03981690⟩
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