First-person shooter (FPS) game tournaments take place across the globe. A growing number of people choose to watch FPS games online instead of attending the game events in person. However, live streaming might miss critical highlight moments in the game, including kills and tactics. We identify how and why the live streaming team fails to capture highlight moments to reduce such live streaming mistakes. We named such mistakes jarring observations. We conducted a field study of live streaming competitions of Game For Peace, a popular FPS mobile game, to summarize five typical jarring observations and identify three primary reasons that caused the issues. We further studied how to improve the live streaming system to prevent jarring observations from happening by doing semi-structured interviews with two professional streaming teams for Game For Peace. The study showed that a better system should (1) add a new sub-team role to share the director's responsibility of managing observers; (2) provide interfaces customized for three roles of live streamers in the team; (3) abstract more geographical info; (4) predict the priority of observation targets; and (5) provide non-verbal interfaces for sync-up between sub-teams. Our work provides insights for esports streaming system researchers and developers to improve the system for a smoother audience experience.
翻译:第一人称射击者(FPS)比赛在全球各地举行。越来越多的人选择在线观看FPS游戏,而不是亲自参加比赛活动。 然而,现场流流可能会错过游戏中的关键亮点时刻,包括杀戮和战术。 我们确定现场流流队如何和为什么未能捕捉突出时刻,以减少这种现场流出错误。 我们点名了这些错误的批评意见。 我们进行了一场现场研究,即“为和平而游戏”的现场流学竞赛,这是FPS移动式的流行游戏,总结了五种典型的怪异观察结果,并确定了造成问题的三个主要原因。我们进一步研究了如何改进现场流学系统,通过与两个“为和平而游戏”的专业流队进行半结构化的访谈来防止发生怪异的观察。研究表明,更好的系统应该(1) 增加一个新的子团队角色,以分担管理观察员的责任;(2) 提供适合团队中现场流星的三个角色的接口;(3) 抽象的地理信息;(4) 预测观测目标的优先性;(5) 提供非语言界面界面,供分流的研究人员之间同步浏览器使用。我们的工作经验。