Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning

Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning
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杀戮、死亡和(计算)协助:确定电子竞技学习中计算支持的机会

DOI:
10.1145/3491102.3517654
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发表时间:
2022
期刊:
ACM
影响因子:
--
通讯作者:
Seif El-Nasr, Magy
Seif El-Nasr, Magy
中科院分区:
--
文献类型:
--
作者:
Kleinman, Erica;Shergadwala, Murtuza N;Seif El-Nasr, Magy

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电子竞技游戏可以培养真实的世界技能。然而,掌握的道路并不容易,进展困难可能会导致中断。在没有人类教练的情况下,计算工具可以提供急需的指导。然而,在计算支持的背景下,玩家参与的具体改进活动以及他们面临的确切挑战并没有得到很好的定义。因此,大多数工具只能基于对玩家实践的高度理解来支持玩家。我们提出了一个访谈研究的结果(n=17),确定了四个改进活动:练习,利用他人的知识,跟踪性能,并反映在游戏和为未来设定目标,和四个挑战:与队友协调和合作,知道下一步该做什么,跟踪游戏状态,跟踪技能和改进。我们讨论了六个未来的设计和开发的基础上,这些结果的影响。
Esports play can cultivate real world skills. However, the path to mastery is not easy, and difficulty progressing can result in discontinuation. In the absence of a human coach, computational tools may provide much-needed guidance. However, the specific improvement activities that players engage in and the exact challenges they face are not well defined in the context of computational support. As such, most tools can only support players based on a high level understanding of their practices. We present the results of an interview study (n=17) that identified four improvement activities: practicing, leveraging the knowledge of others, tracking performance, and reflecting on gameplay and setting goals for the future, and four challenges: coordinating and collaborating with teammates, knowing what to do next, tracking game state, and tracking skill and improvement. We discuss six implications for future design and development based on these results.
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