论文标题
了解第一人称射击游戏的基于团队的直播挑战
Understanding the Challenges of Team-Based Live Streaming for First-person Shooter Games
论文作者
论文摘要
第一人称射击游戏(FPS)比赛比赛在全球举行。越来越多的人选择在线观看FPS游戏,而不是亲自参加游戏活动。但是,现场流媒体可能会错过游戏中的关键重点时刻,包括杀戮和战术。我们确定现场流团队如何以及为什么无法捕捉突出显示的时刻来减少这种现场流媒体错误。我们命名了这样的错误,令人震惊的观察。我们进行了一项现场研究,对for和平游戏的现场流媒体竞赛(一种流行的FPS手机游戏)总结了五个典型的刺耳观察结果,并确定了导致问题的三个主要原因。我们进一步研究了如何改善现场流媒体系统,以防止通过对两个专业流媒体团队进行和平的专业流媒体团队进行半结构化访谈,以防止震惊的观察结果。研究表明,更好的系统应该(1)添加新的子团队角色,以分享董事的管理者的责任; (2)提供针对团队中的三个现场直播角色定制的接口; (3)摘要更多地理信息; (4)预测观察目标的优先级; (5)提供非语言界面,以在子团队之间同步。我们的工作为电子竞技流媒体系统研究人员和开发人员提供了见解,以改善系统,从而使受众群体更流畅。
First-person shooter (FPS) game tournaments take place across the globe. A growing number of people choose to watch FPS games online instead of attending the game events in person. However, live streaming might miss critical highlight moments in the game, including kills and tactics. We identify how and why the live streaming team fails to capture highlight moments to reduce such live streaming mistakes. We named such mistakes jarring observations. We conducted a field study of live streaming competitions of Game For Peace, a popular FPS mobile game, to summarize five typical jarring observations and identify three primary reasons that caused the issues. We further studied how to improve the live streaming system to prevent jarring observations from happening by doing semi-structured interviews with two professional streaming teams for Game For Peace. The study showed that a better system should (1) add a new sub-team role to share the director's responsibility of managing observers; (2) provide interfaces customized for three roles of live streamers in the team; (3) abstract more geographical info; (4) predict the priority of observation targets; and (5) provide non-verbal interfaces for sync-up between sub-teams. Our work provides insights for esports streaming system researchers and developers to improve the system for a smoother audience experience.