TY - JOUR
T1 - VisuaLeague
T2 - player performance analysis using spatial-temporal data
AU - Afonso, Ana Paula
AU - Carmo, Maria Beatriz
AU - Gonçalves, Tiago
AU - Vieira, Pedro
N1 - Funding Information:
This work was supported by FCT (Portuguese Science and Technology Foundation) through founding of LASIGE Research Unit, ref. UID/CEC/00408/2013 and BioISI Research Unit, ref. UID/MULTI/04046/2013. The authors are also thankful to the volunteers that participated in the user study.
Publisher Copyright:
© 2019, Springer Science+Business Media, LLC, part of Springer Nature.
Copyright:
Copyright 2019 Elsevier B.V., All rights reserved.
PY - 2019/12/1
Y1 - 2019/12/1
N2 - In recent years, the phenomenon of eSports has been a growing trend and consequently, in addition to players, other groups of users, including coaches and analysts, took an interest in online video games and the data extracted from them. Among many types of video games, one of the most widely played is the MOBA (Multiplayer Online Battle Arena) League of Legend (LoL) game. Similary to traditional sports, players and coaches/analysts analyse all game events, such as, players’ movements, to understand how they play to define new strategies and improve their performance. Our main goal is to get a better understanding of which visualizations techniques are more adequate to handle this type of spatio-temporal information data, associated to player performance analysis in video games. To address this goal, we inquired players to identify the analytical questions they need to support for performance analysis and designed the VisuaLeague prototype for the visualization of in-game player trajectories, using animated maps, and events during a LoL match. This paper presents a user study to evaluate the adequacy of animated maps and the analytical strategies followed by players when using spatio-temporal data to analyse player performance. The results support the adequacy of using the animated maps technique to convey information to users in this context. Moreover, they also point out towards a high degree of importance given to the spatio-temporal components of the data for player performance analysis.
AB - In recent years, the phenomenon of eSports has been a growing trend and consequently, in addition to players, other groups of users, including coaches and analysts, took an interest in online video games and the data extracted from them. Among many types of video games, one of the most widely played is the MOBA (Multiplayer Online Battle Arena) League of Legend (LoL) game. Similary to traditional sports, players and coaches/analysts analyse all game events, such as, players’ movements, to understand how they play to define new strategies and improve their performance. Our main goal is to get a better understanding of which visualizations techniques are more adequate to handle this type of spatio-temporal information data, associated to player performance analysis in video games. To address this goal, we inquired players to identify the analytical questions they need to support for performance analysis and designed the VisuaLeague prototype for the visualization of in-game player trajectories, using animated maps, and events during a LoL match. This paper presents a user study to evaluate the adequacy of animated maps and the analytical strategies followed by players when using spatio-temporal data to analyse player performance. The results support the adequacy of using the animated maps technique to convey information to users in this context. Moreover, they also point out towards a high degree of importance given to the spatio-temporal components of the data for player performance analysis.
KW - Animated maps
KW - Player performance analysis
KW - Spatial-temporal visualization
KW - Trajectory analysis
UR - http://www.scopus.com/inward/record.url?scp=85068893679&partnerID=8YFLogxK
U2 - 10.1007/s11042-019-07952-z
DO - 10.1007/s11042-019-07952-z
M3 - Article
AN - SCOPUS:85068893679
SN - 1380-7501
VL - 78
SP - 33069
EP - 33090
JO - Multimedia Tools and Applications
JF - Multimedia Tools and Applications
IS - 23
ER -