TY - GEN
T1 - A Feature Comparison Study of Live Companion Tools for Esports Games
AU - Wang, Letian
AU - Dormann, Claire
AU - Wallner, Günter
PY - 2024/7
Y1 - 2024/7
N2 - With the growth of competitive gaming and esports, training support tools that offer feedback on players’ performance to assist in skill development have witnessed increased demand. These tools increasingly not only provide prospective and retrospective analyses but also live feedback during gameplay itself. Thus, such ’live companions’ provide overarching training support across the different phases of play through a variety of features. To understand how these tools work, we carried out an analysis of the features offered by commercially available live companions. For our analysis, we selected 15 live companion tools for two popular competitive games, namely Valorant and League of Legends. These games are representatives of first person shooters and multiplayer online battle arena games. Based on our analysis, we provide an overview of the various features offered by such tools, how frequent these features are, and if there are differences between the two games. Finally, we reflect on potential future research directions for this emerging topic of study.
AB - With the growth of competitive gaming and esports, training support tools that offer feedback on players’ performance to assist in skill development have witnessed increased demand. These tools increasingly not only provide prospective and retrospective analyses but also live feedback during gameplay itself. Thus, such ’live companions’ provide overarching training support across the different phases of play through a variety of features. To understand how these tools work, we carried out an analysis of the features offered by commercially available live companions. For our analysis, we selected 15 live companion tools for two popular competitive games, namely Valorant and League of Legends. These games are representatives of first person shooters and multiplayer online battle arena games. Based on our analysis, we provide an overview of the various features offered by such tools, how frequent these features are, and if there are differences between the two games. Finally, we reflect on potential future research directions for this emerging topic of study.
UR - https://www.scopus.com/pages/publications/85199060865
U2 - 10.1145/3649921.3650004
DO - 10.1145/3649921.3650004
M3 - Conference proceedings
SN - 9798400709555
T3 - ACM International Conference Proceeding Series
SP - 1
EP - 11
BT - FDG 2024: Proceedings of the 19th International Conference on the Foundations of Digital Games
A2 - Smith, Gillian
A2 - Whitehead, Jim
A2 - Samuel, Ben
A2 - Spiel, Katta
A2 - van Rozen, Riemer
PB - Association for Computing Machinery
CY - New York, NY, United States
ER -