Skill-Based Differences in Spatio-Temporal Team Behavior in Defence of The Ancients 2

Drachen, Anders, Yancey, Matthew, Maguire, John, Chu, Derrek, Wang, Iris Yuhui, Mahlmann, Tobias, Schubert, Matthias, Klabjan, Diego

arXiv.org Machine Learning 

In recent years the e-sports environment around online digital games have gained immense momentum. SuperData [1] reported a worldwide audience of 71 million people who watch competitive gaming, with 31.4 million participation or viewership in the United States. On the company side, considerable resources are being allocated to support the e-sports environment from the main companies in the domain such as Riot Games, Wargaming, Valve, Ubisoft and Turbine. In 2013, prize money for the top three tournaments (Defense of the Ancients 2 (DotA 2), League of Legends (LoL) and Call of Duty (CoD) Championships) rose above 1 million USD. For DotA 2, the main tournament of the year, The International, contained a 10.9 million USD prize pool at the time of writing [2]. This is a tenfold increase in just 2 years and the largest in e-sports history. The prize increase was driven by an intiative by Valve, where players contributed to the prize pool by buying an in-game item The Compendium. In return, the compendium gave players additional ways to interact with the tournament (e.g.

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