Watch Me Playing, I Am a Professional a first Study on Video Game Live Streaming

Total Page:16

File Type:pdf, Size:1020Kb

Watch Me Playing, I Am a Professional a first Study on Video Game Live Streaming Watch me playing, I am a professional A first study on video game live streaming M. Kaytoue1, A. Silva1, L. Cerf1, W. Meira Jr.1, C. Ra¨ıssi2 1 2 Belo Horizonte { Brazil Nancy { France Mining Social Network Dynamics @ WWW 2012 Lyon (France) - 16 April, 2012. Electronic Sports Watching E-Sport on internet: a new entertainment? Just like traditional sport but with video games Professional commentators, sponsors, tournaments, etc. Professional gamers streaming their games over internet Spectators prefer to watch rather than playing themselves A new Web community is growing Widely using Web media such as FaceBook, Twitter, etc. and... Live video game streaming platform gaining in popularity Very active, important frequency of events Watch me playing, I am a professional 2 / 38 N Events and tournaments Watch me playing, I am a professional 3 / 38 N Social TV Watch me playing, I am a professional 4 / 38 N Contribution Starting from Twitch.tv audience data From September 29th, 2011 to January 09th, 2012 Every five minutes, get tuples of active streams (date, login, game, description, count, ...) We propose a first characterization of this community Quantitatively: audience, content length, etc. Qualitatively: What games? Where? etc. Early prediction of the audience Ranking most popular professional gamers Findings Important for E-Sport actors { With nice perspectives of research Watch me playing, I am a professional 5 / 38 N Outline 1 A first characterization of the E-Sport community 2 Predicting stream popularity 3 Ranking streamers 4 Conclusion and perspectives Watch me playing, I am a professional 6 / 38 N A first characterization of the E-Sport community Twitch data acquisition and description Data From September 29th, 2011 to January 09th, 2012 Every five minutes, get all of active streams and their audience More than 24 millions of tuples Cleaning: missing values, removing illegal streams (1.54%), etc. field description date The date of crawling of the tuple login Unique identifier of a user/streamer game The game or topic of the stream description A text description of the stream count The number of viewers/spectators watching the stream at a given time Watch me playing, I am a professional 7 / 38 N A first characterization of the E-Sport community Dataset Summary Period of analysis Sept 29, 11 - Jan 9, 12 #timestamps 28,292 (832 missing) #logins 129,332 #games 17,749 #tuples 24,018,644 #illegal tuples 369,470 (1.54%) #sessions 1,175,589 #views 27,120,337 Length streamed 215.3 years Length watched 9,622.4 years Watch me playing, I am a professional 8 / 38 N A first characterization of the E-Sport community Views along the weeks (When?) 70000 1600 viewers streamers 60000 1400 50000 1200 40000 1000 avg nb of viewers 30000 800 avg nb of streamers 20000 600 10000 400 Sun Mon Tue Wed Thu Fri Sat Sun Watch me playing, I am a professional 9 / 38 N A first characterization of the E-Sport community Geographic distribution (Where?) Watch me playing, I am a professional 10 / 38 N A first characterization of the E-Sport community Top 20 most popular games (What?) Game Audience Release StarCraft II 35.05% July 2010 Heroes of Newerth 8.89% May 2010 League of Legends 8.19% Oct. 2009 World of Warcraft 6.24% Nov. 2004 Call of Duty: BO 3.88% Nov. 2010 Street fighter 4 3.26% Apr. 2010 Star Wars (TOR) 2.98% Dec 2011 The Elder Scrolls 2.36% Nov. 2011 MineCraft 2.03% Nov. 2011 Rage 1.98% Oct. 2011 Marvel vs. Capcom 3 1.67% Feb. 2011 Dota 2 (beta) 1.55% Sep. 2011 Battlefield 3 1.39% Oct. 2011 Warcraft III 1.22% July 2002 Halo: Reach 1.20% Sept. 2010 Mario Kart 7 1.18% Dec. 2011 Dark Souls 1.10% Oct. 2011 Zelda SS 1.05% Nov 2011 Gears of War 3 0.93% Sept. 2011 Counter-Strike S 0.89 % Nov. 2004 Others 12.95% Watch me playing, I am a professional 11 / 38 N A first characterization of the E-Sport community Local game popularity (What?) Heroes of Newerth Zelda World of Warcraft Warcraft III The Elder Scrolls Mario’s Street Fighter Star Wars Starcraft II Rage MineCraft Marvel vs. Capcom League of Legends Halo Counter-Strike Gears of War Dota Dark Souls % of daily audience Call of Duty Battlefield Time (days) Watch me playing, I am a professional 12 / 38 N A first characterization of the E-Sport community Major E-Sport events (What?) 70000 60000 50000 40000 30000 20000 Oct. 11 Nov. 11 Dec. 11 Jan. 12 IEM N-Y Home Story Cup MLG Orlando NASL S2 Finals IGN Pro League NE League S2 Grand Finals DreamHack Winter 12 hours for charity Blizzard Cup #views Watch me playing, I am a professional 13 / 38 N A first characterization of the E-Sport community Stream and Streamer characteristics 1 1 0.9 0.9 0.8 0.8 0.7 0.7 0.6 0.6 0.5 0.5 0.4 0.3 0.4 cumulative (%) 0.2 cumulative (%) 0.3 0.1 0.2 0 0.1 100 101 102 103 104 105 100 101 102 103 104 105 106 duration (min) duration (min) (a) Stream (b) Streamer Duration of streams and aggregate duration of streamers 1 1 0.8 0.8 0.6 0.6 0.4 0.4 agregate views 0.2 agregate views 0.2 0 0 0 10 20 30 40 50 60 70 80 90 100 0 10 20 30 40 50 60 70 80 90 100 stream rank streamer rank (c) Stream (d) Streamer Stream and streamer audience Watch me playing, I am a professional 14 / 38 N 1 A first characterization of the E-Sport community 2 Predicting stream popularity 3 Ranking streamers 4 Conclusion and perspectives Predicting stream popularity Motivation Current Twitch recommendation strategy New and interesting streams may take too long (or even never) to become visible Watch me playing, I am a professional 16 / 38 N Predicting stream popularity Motivation 1 0.9 0.8 0.7 0.6 Streaming sessions 0.5 have a highly skewed popularity distribution, 0.4 0.3 short duration,cumulative (%) and slow popularity evolution. 0.2 0.1 0 100 101 102 103 104 105 0.3 duration (min) average session for the top-100 streamers 0.25 0.2 0.15 1 0.1 0.8 0.05 proportion of the overall maximal popularity 0 0.6 0 2 4 6 8 10 12 14 16 hours since the beginning of a session 0.4 (e)agregate views (f) (g) 0.2 0 Stream popularity, duration and popularity evolution 0 10 20 30 40 50 60 70 80 90 100 stream rank Watch me playing, I am a professional 17 / 38 N Predicting stream popularity Idea Predicting popularity using initial popularity records 105 105 104 104 103 103 102 102 101 101 popularity after 1 hour popularity after 1 hour 100 100 100 101 102 103 104 105 100 101 102 103 104 105 popularity after ti minutes popularity after ti minutes (h) ti = 5 min. (i) ti = 30 min. Correlation between stream popularity after ti minutes and 1 hour Watch me playing, I am a professional 18 / 38 N Predicting stream popularity Correlation Varying ti Correlation between popularity after ti minutes and 1 hour 1 14 0.9 13 12 0.8 11 0.7 correlation 10 0.6 corr. 9 mean squared error ε 0.5 8 5 10 15 20 25 30 ti (min) Watch me playing, I am a professional 19 / 38 N Predicting stream popularity Prediction Model Model log(pop(tf )) = β0 + β1 log(pop(ti )) + Predicted vs. actual (based on popularity after ti minutes) 105 105 104 104 103 103 102 102 101 101 0 0 actual popularity after 1 hour 10 actual popularity after 1 hour 10 100 101 102 103 104 105 100 101 102 103 104 105 predicted popularity after 1 hour predicted popularity after 1 hour (j) ti = 5 min. (k) ti = 30 min. Watch me playing, I am a professional 20 / 38 N Predicting stream popularity MSE Varying ti MSE for different values of ti (minutes) 1 14 0.9 13 12 0.8 11 0.7 correlation 10 0.6 corr. 9 mean squared error ε 0.5 8 5 10 15 20 25 30 ti (min) Watch me playing, I am a professional 21 / 38 N 1 A first characterization of the E-Sport community 2 Predicting stream popularity 3 Ranking streamers 4 Conclusion and perspectives Ranking streamers Why rank streamers? Interesting for Spectators: Who to watch? Sponsors: Who to support? Teams: Who to recruit? Gamers: Is my rival doing better? Game editors: Is my game more popular than my concurrents? Watch me playing, I am a professional 23 / 38 N Ranking streamers Comparing two streamers Audience depends of other streams active at the same time Comparison of two streamers when they broadcast together Example On Nov. 10 19:00, WhiteRa is preferred to EG.IdrA. They are not comparable with Mill.Stephano. crawl time Oct. 29 16:30 Oct. 29 16:35 Nov. 10 19:00 EG.IdrA 1950 6350 1020 Mill.Stephano 4450 3680- WhiteRa 935 2301 4535 Watch me playing, I am a professional 24 / 38 N Ranking streamers Challenge Difficulty Raw audience is not a good measure of popularity because of: daily/weekly variations of the number of viewers and sessions; variations of the number of viewers along a session. Idea for aggregating the preferences Consider the streamers as candidates, the crawl points as voters and apply a Condorcet method that is known to be good for ranking: Maximum Majority Voting.
Recommended publications
  • Paycheck Protection Program Loans
    Paycheck Protection Program Loans Loan Amount Business Name Headquarters City a $5-10 million ABO LEASING CORPORATION PLYMOUTH a $5-10 million ACMS GROUP INC CROWN POINT a $5-10 million ALBANESE CONFECTIONERY GROUP, INC. MERRILLVILLE a $5-10 million AMERICAN LICORICE COMPANY LA PORTE a $5-10 million AMERICAN STRUCTUREPOINT, INC. INDIANAPOLIS a $5-10 million ASH BROKERAGE, LLC FORT WAYNE a $5-10 million ASHLEY INDUSTRIAL MOLDING, INC. ASHLEY a $5-10 million BEST CHAIRS INCORPARATED FERDINAND a $5-10 million BIOANALYTICAL SYSTEMS, INC. WEST LAFAYETTE a $5-10 million BLUE & CO LLC CARMEL a $5-10 million BLUE HORSESHOE SOLUTIONS INC. CARMEL a $5-10 million BRAVOTAMPA, LLC MISHAWAKA a $5-10 million BRC RUBBER & PLASTICS INC FORT WAYNE a $5-10 million BTD MANUFACTURING INC BATESVILLE a $5-10 million BUCKINGHAM MANAGEMENT, L.L.C. INDIANAPOLIS a $5-10 million BYRIDER SALES OF INDIANA S LLC CARMEL a $5-10 million C.A. ADVANCED INC WAKARUSA a $5-10 million CFA INC. BATESVILLE a $5-10 million CINTEMP INC. BATESVILLE a $5-10 million CONSOLIDATED FABRICATION AND CONSTRUCTORS INC GARY a $5-10 million COUNTRYMARK REFINING & LOGISTICS LLC MOUNT VERNON a $5-10 million CROWN CORR, INC. GARY a $5-10 million CUNNINGHAM RESTAURANT GROUP LLC INDIANAPOLIS a $5-10 million DECATUR COUNTY MEMORIAL HOSPITAL GREENSBURG a $5-10 million DIVERSE STAFFING SERVICES, INC. INDIANAPOLIS a $5-10 million DRAPER, INC. SPICELAND a $5-10 million DUCHARME, MCMILLEN & ASSOCIATES, INC. FORT WAYNE a $5-10 million ELECTRIC PLUS, INC AVON a $5-10 million ENVIGO RMS, LLC INDIANAPOLIS a $5-10 million ENVISTA, LLC CARMEL a $5-10 million FLANDERS ELECTRIC MOTOR SERVICE INC EVANSVILLE a $5-10 million FOX CONTRACTORS CORP FORT WAYNE a $5-10 million FUSION ALLIANCE, LLC CARMEL a $5-10 million G.W.
    [Show full text]
  • Understanding Professional Gaming
    STOCKHOLM SCHOOL OF ECONOMICS DEPARTMENT OF MANAGEMENT AND ORGANISATION MSC IN BUSINESS AND ECONOMICS MASTER’S THESIS Understanding professional gaming A comparative analysis of Korean and Western organisations Kristofer Lindahl (40216) and Cedric Diserens (40218) 10/12/2012 Supervisor : Johan Berglund Examiner : Dag Björkegren Abstract In this thesis we seek to explore how “Professional Gaming Teams” in Korea and the western world are different from each other, and the underlying reasons for those differences. We perform an extensive pre-study that provides a deeper understanding of the eSport environment, identify theoretical frameworks to explain the differences between teams, and apply these frameworks to explain how the external environment affects the internal culture of the teams. In order to do this, we conduct critical interviews with game developers, tournament organizers, and team managers. We combine these sources with podcasts, news articles, and other types of media produced by the very active eSport community to create a foundational understanding of a market that has received next to no attention in academic circles. We employ McKinsey’s 7s framework to show how the internal workings of Professional Gaming Teams in Korea are different from those in the west. We also utilize PESTLE model, as well as Porter’s Five Forces to analyze the external environment of the eSport market. These three models provide a holistic approach and a broad understanding of forces that were, until recently, unexplored in the eSport industry. The results of our thesis show that it is external influences that cause Korean and Western teams to focus on different dimensions of their organizations.
    [Show full text]
  • Approaching Growth in E-Sports Jordan Thomas Brauer Worcester Polytechnic Institute
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects January 2014 Approaching Growth in E-Sports Jordan Thomas Brauer Worcester Polytechnic Institute Julien Henri Van Wambeke-Long Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Retrieved from https://digitalcommons.wpi.edu/ iqp-all/1319 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. WORCESTER POLYTECHNIC INSTITUTE INTERACTIVE QUALIFYING PROJECT Approaching Growth in E- Sports Designing a More Intuitive StarCraft Tournament Tracking Application 12/19/2013 Student Authors: Jordan Brauer, Julien Van Wambeke-Long Project Faculty Advisor: Professor Joeseph Beck Table of Contents 1. Introduction .......................................................................................................................................... 4 1.1. Online, Competitive, and Multiplayer Computer Games ............................................................. 5 1.2. Online Gaming .............................................................................................................................
    [Show full text]
  • Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming
    Watch me Playing, I am a Professional: a First Study on Video Game Live Streaming Mehdi Kaytoue, Arlei Silva, Chedy Raïssi Loïc Cerf, Wagner Meira Jr. INRIA Nancy Grand Est Universidade Federal de Minas Gerais 54500 – Vandœuvre-lès-Nancy – France 31.270-010 – Belo Horizonte (MG) – Brazil [email protected] {kaytoue,arlei,lcerf,[email protected]} ABSTRACT and fans. Indeed, a recent social study has shown that video \Electronic-sport" (E-Sport) is now established as a new en- game players prefer watching pro-gamers playing, rather tertainment genre. More and more players enjoy stream- than playing themselves [4]. ing their games, which attract even more viewers. In fact, The main difference with respect to traditional sports lies in a recent social study, casual players were found to pre- in the fact that the vast majority of the events are only online fer watching professional gamers rather than playing the and an important remark is that members of the community are acquainted with social networks such as Facebook or game themselves. Within this context, advertising provides 1 a significant source of revenue to the professional players, Twitter and web platforms like Youtube . As a conse- the casters (displaying other people's games) and the game quence, a new type of social community is emerging, very streaming platforms. For this paper, we crawled, during active on several web social platforms and of a particular more than 100 days, the most popular among such special- interest for the social network research community. In this paper, we focus on the media that is gaining a ized platforms: Twitch.tv.
    [Show full text]
  • Electronic Sports
    Electronic sports This article is about video game competitions. For de- the esports label.[4] In 2012, the most popular titles fea- pictions of traditional sports in video games, see sports tured in professional competition were real time strat- game. For games involving exercise, see exergaming. egy and multiplayer online battle arena games Dota 2, Electronic sports (also known as esports or competi- League of Legends, and StarCraft II.[5] Shooting games like Counter Strike and Call of Duty have enjoyed some success as esports, although their viewer numbers have remained below those of their competitors.[6] 1 Overview Geographically, esports competitions have their roots in developed countries. South Korea has the best es- tablished esports organizations, officially licensing pro- gamers since the year 2000.[7] Official recognition of es- ports competitions outside South Korea has come some- what slower. In 2013, Canadian League of Legends player Danny “Shiphtur” Le became the first pro-gamer to re- ceive a United States P-1A visa, a category designated for Players at the 2013 Intel Extreme Masters in Katowice, Poland “Internationally Recognized Athletes”.[8][9] Along with South Korea, most competitions take place in Europe, tive gaming) is a term for organized video game compe- North America, Australia and China. Despite its large titions, especially between professionals. The most com- video game market, esports in Japan is relatively un- mon video game genres associated with electronic sports derdeveloped, which has been attributed largely to its are real-time strategy, fighting, first-person shooter, and broad anti-gambling laws.[10] In 2014, the largest inde- multiplayer online battle arena.
    [Show full text]
  • MLG Winter Championship Columbus 2012 - AKTUALIZACJA Data Publikacji : 26.03.2012 Ocena: 5/5 (3)
    MLG Winter Championship Columbus 2012 - AKTUALIZACJA Data publikacji : 26.03.2012 Ocena: 5/5 (3) Już w ten weekend rozegrany zostanie pierwszy w tym roku MLG Pro Circuit w mieście Columbus. Oczywiście jak zwykle nie zabrakło plejady gwiazd, począwszy od Koreańczyków, kończąc na najlepszych zagranicznych graczach na świecie! Turniej odbędzie się w dniach 23-25 marca, o formacie rozgrywek pisaliśmy już trochę w pierwszym MLG Arena, tym razem pula nagród wyniesie aż 76.000$ z czego 25.000$ przypadnie dla zwycięzcy. Oczywiście jak zawsze odbędą się rozgrywki grupowe, 4 grupy i gry open bracket, z którego 8 najlepszych graczy zakwalifikuje się do fazy grupowej. Znamy więc 16 graczy z grup, w tym aż 8 Koreańczyków. Grupy wyglądają następująco: Jednak wiele ciekawych gier odbędzie się jak zawsze w open bracket, w tej edycji lista zapisanych graczy wygląda naprawdę imponująco, zobaczymy wielu graczy z Europy i Korei: Sheth, Thorzain, Idra, Artist, Killer, Morrow, Hasuobs, Incontrol, aLive, Catz, Select, Puma, Rain, TLO, Machine, tyler, Polt, Stephano, Jinro, Bling, JYP, Golden, Sleep, Heart, Kiwikaki, Destiny, Symbol i wielu innych. Całą listę graczy można zobaczyć tutaj. Jeśli dobrze liczę, w open bracket zobaczymy aż 14 Koreańczyków! Szykuje się masa niesamowitych gier! ● Oczy wszystkich skierowane będą na open bracket, w którym będzie grał Polt i Stephano, ten drugi zapowiedział, że jeśli zajmie wysokie pozycje w 3 lanach w USA - Lone Star Clash (który wygrał), MLG i IPL4 to przedłuży swoją karierę progamera o kolejny rok. Patrząc na dotychczasową formę Stephano i graczy, których ostatnio pokonał, można pokusić się o stwierdzenie, że zagrozić mogą mu tylko Koreańczycy poziomu GSL Code S, to jest DRG, Parting, Ganzi, MC, Polt i aLive, ewentualnie Naniwa, który pokazał świetną formę na MLG Arena pokonując dwóch najlepszych zergów na świecie.
    [Show full text]
  • Information to Users
    Manhood, reason, and American foreign policy: The social construction of masculinity and the Kennedy and Johnson administrations. Item Type text; Dissertation-Reproduction (electronic) Authors Dean, Robert Dale. Publisher The University of Arizona. Rights Copyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author. Download date 09/10/2021 21:54:11 Link to Item http://hdl.handle.net/10150/187268 INFORMATION TO USERS This manuscript ,has been reproduced from the microfilm master. UMI fiIms the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality or the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely. event that the author did not send UMI a complete mam1script and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note wiD indicate the deletion. Oversize materials (e.g., maps, drawingss charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and contimdng from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book.
    [Show full text]
  • Gaming Across the Divide: Racial Dynamics in E- Sports and the Changing Landscape of East-West Relations Michael H
    Vassar College Digital Window @ Vassar Senior Capstone Projects 2013 Gaming Across the Divide: Racial Dynamics in e- Sports and the Changing Landscape of East-West Relations Michael H. Kim [email protected] Follow this and additional works at: http://digitalwindow.vassar.edu/senior_capstone Part of the Asian Studies Commons, Communication Technology and New Media Commons, Gender, Race, Sexuality, and Ethnicity in Communication Commons, and the Race and Ethnicity Commons Recommended Citation Kim, Michael H., "Gaming Across the Divide: Racial Dynamics in e-Sports and the Changing Landscape of East-West Relations" (2013). Senior Capstone Projects. 164. http://digitalwindow.vassar.edu/senior_capstone/164 This Open Access is brought to you for free and open access by Digital Window @ Vassar. It has been accepted for inclusion in Senior Capstone Projects by an authorized administrator of Digital Window @ Vassar. For more information, please contact [email protected]. Gaming Across the Divide: Racial Dynamics in e-Sports and the Changing Landscape of East-West Relations Senior Thesis Michael Kim, Asian Studies Advisers: Dr. Seungsook Moon, Sociology Stephanie Boluk, Media Studies 2 Contents Introduction .................................................................................................................................... 3 How I got here..................................................................................................................... 3 Professional StarCraft and e-Sports ...................................................................................
    [Show full text]
  • Protoss Versus Zerg: the Guide
    Written by Alejandrisha, CecilSunkure, rsvp, Teoita, and monk with additional support from wo1fwood, Blazinghand, and others II PREFACE top We, members of the TL and the Starcraft community, present to you the following guide that is yet unmatched in quality and depth. Although the strategy section of Teamliquid contains many great guides, there has never been an attempt to completely cover a single match-up as in-depth as what we have done here. The following is a culmination of nine months of work, nine months of writing, formatting, referencing, editing, and reviewing. The resulting product follows, a reference guide of the PvZ match-up that spans approximately 100 pages. We’ve written this guide with the entire community in mind, as all Starcraft enthusiasts will benefit from either a through reading, a cursory glance, or an occasional reference. • Low level Protoss players can learn basic builds and concepts of the match-up, including how to open, how to transition, scouting, and unit counters. Each of the main builds will have detailed benchmarks so you may compare your results to optimal ones by professional players. • Mid level Protoss players in the diamond to high masters range will benefit the most as they will be able to fill in certain strategical holes in their play. • Professional level players can use this guide as a reference as it contains a small library of vods and replays with regards to every aspect of PvZ. • Zerg players will see a Protoss perspective on the match-up as well as have a clean layout of all the options Protoss have against them.
    [Show full text]
  • The Biological Basis of Nervous Tissue Repetitive Strain Injuries in Esports Competitors
    University of South Dakota USD RED Honors Thesis Theses, Dissertations, and Student Projects Spring 2019 The Biological Basis of Nervous Tissue Repetitive Strain Injuries in eSports Competitors Katryna Booth-Malnack University of South Dakota Follow this and additional works at: https://red.library.usd.edu/honors-thesis Recommended Citation Booth-Malnack, Katryna, "The Biological Basis of Nervous Tissue Repetitive Strain Injuries in eSports Competitors" (2019). Honors Thesis. 40. https://red.library.usd.edu/honors-thesis/40 This Honors Thesis is brought to you for free and open access by the Theses, Dissertations, and Student Projects at USD RED. It has been accepted for inclusion in Honors Thesis by an authorized administrator of USD RED. For more information, please contact [email protected]. THE BIOLOGICAL BASIS OF NERVOUS TISSUE REPETITIVE STRAIN INJURIES IN ESPORTS COMPETITORS by Katryna Booth-Malnack A Thesis Submitted in Partial Fulfillment Of the Requirements for the University Honors Program ________________________________________________________ Department of Biology The University of South Dakota May 2019 The members of the Honors Thesis Committee appointed to examine the thesis of Katryna Booth-Malnack find it satisfactory and recommend that it be accepted. ____________________________________ Dr. Christopher V. Anderson Assistant Professor of Biology Director of the Committee ____________________________________ Dr. Allison Naber Assistant Professor of Occupational Therapy ____________________________________ Dr. Michael Granaas Associate Professor of Psychology ABSTRACT The Biological Basis of Nervous Tissue Repetitive Strain Injuries in eSports Competitors Katryna Booth-Malnack Director: Christopher V. Anderson, Ph.D. Participation in competitive video games, or eSports, is growing. ESports players subject themselves to high-intensity practice sessions over long hours in order to maintain their competitive edge.
    [Show full text]
  • The World's a Game
    SPECIAL REPORT VIDEO GAMES December 10th 2011 All the world’s a game VidoeGAmes.indd 1 29/11/2011 10:10 SPECIAL REPORT VIDEO GAMES All the world’s a game V ideo games will be the fastest•growing and most exciting form of mass media over the coming decade, says Tim Cross IN NOVEMBER 2010 Call of Duty: Black Ops was released. Fans in C ONTENTS many countries queued round the block to get their hands on a coveted early copy. A lucky few had won tickets to invitation•only release parties 3 As you like it which were broadcast live to viewers across the internet. The event had There is a video game for been advertised on billboards, buses and television for weeks. Chrysler every taste even produced a commemorative version of its Jeep. In the event the re• 3 Thinking out of the box views were mixed, but no matter: the publishers, Activision, notched up Consoles are no longer the worldwide sales of $650m in the rst ve days. That made it the most suc• only game in town cessful launch of an entertainment product ever, and people kept buying. A month later 5 Paying for pixels the total stood at over $1billion. Virtual goods are worth real Black Ops is not a lm or a book: it is a moneyand cause real video game. For comparison, Harry Potter dilemmas and the Deathly Hallows Part 2, the current re• 6 Gentlemen, start your cord•holder for the fastest•selling lm at the computers box oce, clocked up just $169m of ticket sales Sport by other means on its rst weekend.
    [Show full text]
  • Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming
    WWW 2012 – MSND'12 Workshop April 16–20, 2012, Lyon, France Watch me Playing, I am a Professional: a First Study on Video Game Live Streaming Mehdi Kaytoue, Arlei Silva, Chedy Raïssi Loïc Cerf, Wagner Meira Jr. INRIA Nancy Grand Est Universidade Federal de Minas Gerais 54500 – Vandœuvre-lès-Nancy – France 31.270-010 – Belo Horizonte (MG) – Brazil [email protected] {kaytoue,arlei,lcerf,[email protected]} ABSTRACT and fans. Indeed, a recent social study has shown that video \Electronic-sport" (E-Sport) is now established as a new en- game players prefer watching pro-gamers playing, rather tertainment genre. More and more players enjoy stream- than playing themselves [4]. ing their games, which attract even more viewers. In fact, The main difference with respect to traditional sports lies in a recent social study, casual players were found to pre- in the fact that the vast majority of the events are only online fer watching professional gamers rather than playing the and an important remark is that members of the community are acquainted with social networks such as Facebook or game themselves. Within this context, advertising provides 1 a significant source of revenue to the professional players, Twitter and web platforms like Youtube . As a conse- the casters (displaying other people's games) and the game quence, a new type of social community is emerging, very streaming platforms. For this paper, we crawled, during active on several web social platforms and of a particular more than 100 days, the most popular among such special- interest for the social network research community.
    [Show full text]