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

M. Lux, P. Halvorsen, Duc-Tien Dang-Nguyen, H. Stensland, M. Kesavulu, Martin Potthast, M. Riegler
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引用次数: 9

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.
总结电子竞技比赛和锦标赛:以反恐精英为例:全球攻势
电子游戏和电脑游戏已经普及是众所周知的事实。此外,游戏流媒体和观看其他人玩电子游戏是另一种现象,到目前为止,它已经超越了最初的规模,游戏流媒体,无论是现场直播还是录制的,今天都有数百万人观看。电子竞技是有组织的联赛和锦标赛的结果,玩家可以在受控的环境中竞争,观众可以体验比赛,讨论和批评,就像在体育运动中一样。然而,作为传统体育项目,电子竞技比赛可能会很长,并且包含较少的有趣部分,这就引入了制作良好的摘要和集锦的挑战。在本文中,我们描述了我们从多媒体研究的角度来研究游戏流媒体和电子竞技现象的努力。我们专注于总结特定相关游戏《反恐精英:全球攻势》(CS:GO)的比赛挑战。我们调查了相关工作,描述了游戏的规则和结构,并确定了总结电子竞技比赛的主要挑战。通过这一贡献,我们的目标是促进电子竞技和游戏流媒体领域的多媒体研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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