Information flow measures, over the duration of a game, the audience's belief of who will win, and thus can reflect the amount of surprise in a game. To quantify the relationship between information flow and audiences' perceived quality, we conduct a case study where subjects watch one of the world's biggest esports events, LOL S10. In addition to eliciting information flow, we also ask subjects to report their rating for each game. We find that the amount of surprise in the end of the game plays a dominant role in predicting the rating. This suggests the importance of incorporating when the surprise occurs, in addition to the amount of surprise, in perceived quality models. For content providers, it implies that everything else being equal, it is better for twists to be more likely to happen toward the end of a show rather than uniformly throughout.
翻译:在游戏期间,观众对谁会赢的信念在游戏中可以反映出人意料的程度。为了量化信息流与观众感知的质量之间的关系,我们进行了案例研究,让观众观看世界上最大的埃斯波事件之一,即LOL S10。除了吸引信息流外,我们还要求观众报告对每一场比赛的评分。我们发现游戏结束时的突袭量在预测评分方面起着主导作用。这表明在出乎意料时,除了惊人的数量外,还必须纳入所察觉的质量模型。对于内容提供者来说,它意味着其他一切都是平等的,转折更有可能发生在节目结束时,而不是整个节目的统一。