{"title":"理解基于团队的第一人称射击游戏直播的挑战","authors":"Jiaye Li, Minghao Li, Z. Wen, Wei Cai","doi":"10.1109/GEM56474.2022.10017960","DOIUrl":null,"url":null,"abstract":"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 semistructured 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.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Understanding the Challenges of Team-Based Live Streaming for First-person Shooter Games\",\"authors\":\"Jiaye Li, Minghao Li, Z. Wen, Wei Cai\",\"doi\":\"10.1109/GEM56474.2022.10017960\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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 semistructured 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.\",\"PeriodicalId\":200252,\"journal\":{\"name\":\"2022 IEEE Games, Entertainment, Media Conference (GEM)\",\"volume\":\"22 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-08-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 IEEE Games, Entertainment, Media Conference (GEM)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/GEM56474.2022.10017960\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE Games, Entertainment, Media Conference (GEM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GEM56474.2022.10017960","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
第一人称射击(FPS)游戏锦标赛在全球各地举行。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。然而,直播可能会错过游戏中的关键时刻,包括击杀和战术。我们确定直播团队如何以及为什么未能捕捉到精彩时刻,以减少此类直播错误。我们将这种错误命名为不和谐的观察。我们对热门FPS手游《Game For Peace》的直播比赛进行了实地调查,总结了5个典型的不和谐现象,并确定了导致问题的3个主要原因。我们进一步研究了如何改进直播系统,以防止不和谐的观察发生,通过半结构化采访两个专业的流媒体团队为游戏和平。研究表明,一个更好的制度应该:(1)增加一个新的子团队角色,分担董事管理观察员的责任;(2)为团队中直播者的三种角色提供定制接口;(3)提取更多的地理信息;(4)预测观测目标的优先级;(5)为子团队之间的同步提供非语言接口。我们的工作为电子竞技流媒体系统的研究人员和开发人员提供了见解,以改进系统,使观众体验更顺畅。
Understanding the Challenges of Team-Based Live Streaming for First-person Shooter Games
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 semistructured 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.