Javascript must be enabled to continue!
How Could They Win? An Exploration of Win Condition for Esports Narratives in Dota 2
View through CrossRef
Data analytics is commonly used to enable storytelling and enhance esport coverage. One prominent use of it is win prediction, where machine learning models predict the winner of the game before its conclusion. However, predictions are most commonly results of black-box systems, forcing commentators to produce ad-hoc interpretations. Additionally, broadcasters generally rely other metrics to build narratives, limiting the impact of win prediction models for storytelling. This paper explores an alternative method to win prediction, identifying the needs of broadcasters to guide development of a novel win condition model. By focusing on existing storytelling points, the proposed win condition model can offer greater storytelling opportunities to broadcasters, focusing on the user needs identified from within the esport domain. Rather than utilising game state data to predict the winner, as it is usually done in win prediction, the proposed win condition model uses an exploration of the possible winners to predict the game state needed for each team to win. Lastly, the features identified for win condition are evaluated through a series of machine learning models, which provide a data-driven metric to test and predict win condition in the context of Dota 2, a popular esport title.
Association for Computing Machinery (ACM)
Title: How Could They Win? An Exploration of Win Condition for Esports Narratives in Dota 2
Description:
Data analytics is commonly used to enable storytelling and enhance esport coverage.
One prominent use of it is win prediction, where machine learning models predict the winner of the game before its conclusion.
However, predictions are most commonly results of black-box systems, forcing commentators to produce ad-hoc interpretations.
Additionally, broadcasters generally rely other metrics to build narratives, limiting the impact of win prediction models for storytelling.
This paper explores an alternative method to win prediction, identifying the needs of broadcasters to guide development of a novel win condition model.
By focusing on existing storytelling points, the proposed win condition model can offer greater storytelling opportunities to broadcasters, focusing on the user needs identified from within the esport domain.
Rather than utilising game state data to predict the winner, as it is usually done in win prediction, the proposed win condition model uses an exploration of the possible winners to predict the game state needed for each team to win.
Lastly, the features identified for win condition are evaluated through a series of machine learning models, which provide a data-driven metric to test and predict win condition in the context of Dota 2, a popular esport title.
Related Results
Profil Kepribadian Gamers Esports DotA 2 di Kota Bandung
Profil Kepribadian Gamers Esports DotA 2 di Kota Bandung
Abstract. Currently online games have become one of the branches of sports known as Esports. In the competition of Esports, DotA 2 became game the most profitablein terms of prizes...
Poster 392: Analysis of Musculoskeletal Injuries Among Collegiate Varsity Esports Athletes
Poster 392: Analysis of Musculoskeletal Injuries Among Collegiate Varsity Esports Athletes
Objectives:
Electronic sports (esports) have grown tremendously in the past decade with an estimated market value of $493 million in 2017 and an expected growth...
Online Esports Engagement: Motivational Antecedents and Marketing Outcomes
Online Esports Engagement: Motivational Antecedents and Marketing Outcomes
Esport is becoming one of the fastest-growing sports branches and providing remarkable advertising and sponsorship opportunities for brands. This research aims to understand what m...
How Chinese Esports Rose: The Structure of Chinese Esports Before 2011 and Sicong Wang’s Esports Integration Practice
How Chinese Esports Rose: The Structure of Chinese Esports Before 2011 and Sicong Wang’s Esports Integration Practice
This paper seeks to interpret the big picture of Chinese eSports before 2011 and how it turned into the current model, contributing to its expansive development. Since the mid-2010...
Correlations between [68Ga]Ga-DOTA-TOC uptake and absorbed dose from [177Lu]Lu-DOTA-TATE
Correlations between [68Ga]Ga-DOTA-TOC uptake and absorbed dose from [177Lu]Lu-DOTA-TATE
Abstract
Background: Peptide receptor radionuclide therapy (PRRT) with [177Lu]Lu-DOTA-TATE is used to treat gastroenteropancreatic neuroendocrine tumours (GEP-NET), by targ...
Correlations between [68Ga]Ga-DOTA-TOC Uptake and Absorbed Dose from [177Lu]Lu-DOTA-TATE
Correlations between [68Ga]Ga-DOTA-TOC Uptake and Absorbed Dose from [177Lu]Lu-DOTA-TATE
Purpose: The aim of this paper was to investigate correlations between pre- therapeutic [68Ga]Ga-DOTA-TOC uptake and absorbed dose to tumours from therapy with [177Lu]Lu-DOTA-TATE....
Design of a Serious Game to Teach Esports Concepts and Career Pathways
Design of a Serious Game to Teach Esports Concepts and Career Pathways
The popularity of esports has gained public interest over the past decade, leading to the industries evolution, providing further avenues for career prospects and educational outre...
THE ESPORTS ECOSYSTEM
THE ESPORTS ECOSYSTEM
Esports constitute an organized competitive human activity involving video games using either the internet or a local area network (LAN). Notably, esports follow a distinct histori...

